Beispiel #1
0
        public override void OnInitialized()
        {
            bodyofwater = worlditem.GetComponent <BodyOfWater> ();

            bool          flooded = false;
            MissionStatus status  = MissionStatus.Dormant;

            if (Missions.Get.MissionStatusByName(MissionName, ref status))
            {
                if (Flags.Check((uint)MissionStatus.Dormant, (uint)status, Flags.CheckType.MatchAny))
                {
                    //if the mission hasn't started, water level is normal
                    //Debug.Log ("Mission status was dormant, water is flooded");
                    flooded = true;
                }
                else
                {
                    //if the mission has started OR been completed, water level is based on variable
                    if (Missions.Get.GetVariableValue(MissionName, VariableName) <= 0)
                    {
                        //Debug.Log ("Mission variable was less than or equal to zero, water is flooded");
                        flooded = true;
                    }
                }
            }

            mCurrentWaterLevel = 0f;

            if (flooded)
            {
                worlditem.OnVisible   += OnVisible;
                worlditem.OnInvisible += OnInvisible;
                TargetWaterLevel       = State.LakeWaterLevelHigh;
            }
            else
            {
                TargetWaterLevel = State.LakeWaterLevelNormal;
            }

            StartCoroutine(SetFlooded(flooded));

            if (flooded)
            {
                Debug.Log("Subscribing to mission variable change in behemoth dam");
                Player.Get.AvatarActions.Subscribe(AvatarAction.MissionVariableChange, new ActionListener(MissionVariableChange));
            }
        }
Beispiel #2
0
 protected void FindWater()
 {
     if (Physics.Raycast(worlditem.Position + Vector3.up * 10, Vector3.down, out mWaterHit, 100f, Globals.LayerFluidTerrain))
     {
         WorldItem   bodyOfWaterWorlditem = null;
         BodyOfWater bodyOfWater          = null;
         Ocean       ocean = null;
         if (mWaterHit.collider.attachedRigidbody.gameObject.HasComponent <WorldItem>(out bodyOfWaterWorlditem) && bodyOfWaterWorlditem.Is <BodyOfWater>(out bodyOfWater))
         {
             Water = bodyOfWater;
         }
         else if (mWaterHit.collider.attachedRigidbody.gameObject.HasComponent <Ocean>(out ocean))
         {
             Water = ocean;
         }
         else
         {
             State.IsSubmerged = false;
             enabled           = false;
             return;
         }
     }
 }
Beispiel #3
0
        protected IEnumerator WaitForBodiesOfWater()
        {
            bool waitForTop    = !string.IsNullOrEmpty(State.TopBodyOfWaterPath);
            bool waitForBottom = !string.IsNullOrEmpty(State.BottomBodyOfWaterPath);

            while (waitForTop | waitForBottom)
            {
                if (waitForTop)
                {
                    WorldItem bodyOfWaterWorlditem = null;
                    if (WIGroups.FindChildItem(State.TopBodyOfWaterPath, out bodyOfWaterWorlditem))
                    {
                        BodyOfWater bodyOfWater = bodyOfWaterWorlditem.Get <BodyOfWater> ();
                        WaterfallTopFollow = bodyOfWater.WaterPivot.transform;
                        waitForTop         = false;
                    }
                }
                if (waitForBottom)
                {
                    WorldItem bodyOfWaterWorlditem = null;
                    if (WIGroups.FindChildItem(State.BottomBodyOfWaterPath, out bodyOfWaterWorlditem))
                    {
                        BodyOfWater bodyOfWater = bodyOfWaterWorlditem.Get <BodyOfWater> ();
                        WaterfallBottomFollow = bodyOfWater.WaterPivot.transform;
                        waitForBottom         = false;
                    }
                }
                double waitUntil = Frontiers.WorldClock.AdjustedRealTime + 0.5f;
                while (Frontiers.WorldClock.AdjustedRealTime < waitUntil)
                {
                    yield return(null);
                }
                //Debug.Log ("Waiting for top / bottom: " + waitForTop.ToString () + " / " + waitForBottom.ToString ());
            }
            enabled = true;
            yield break;
        }