Ejemplo n.º 1
0
    /* xInitialize
     *
     * Sets up following values:
     * location of slot(s)
     * location to spawn product when a cycle ends
     * locations for product completion line renderer
     * primary and secondary attributes
     * time modifiers
     * fatigue rate
     * buff type
     */
    protected override void Initialize()
    {
        /* setting up subobject locations and initial prim/secondary stats
         * citizens will snap to these locations when assigned,
         * and products will spawn in productLoc after completion of a cycle
         * these locations are dependent on the type of the workstation and can
         * vary considerably*/
        slot1Loc   = new Vector3(-.666f, 0, 0) + transform.position;
        slot2Loc   = new Vector3(.666f, 0, 0) + transform.position;
        productLoc = new Vector3(.666f, 0, 2.1f) + transform.position;

        primaryEff    = Utilities.Attributes.None;
        secondaryEff  = Utilities.Attributes.None;
        primaryQual   = Utilities.Attributes.None;
        secondaryQual = Utilities.Attributes.None;

        progressIndicatorOrigin = transform.position + new Vector3(-1.5f, .5f, -1.8f);
        progressIndicatorLength = new Vector3(3, 0, 0);

        pestScript = transform.GetChild(5).GetComponent <PestBehavior>();
        //progressIndicatorOrigin = transform.position + new Vector3(3f, .5f, -1.8f);

        forageGhost = GameObject.Find("Ghost").GetComponent <ForageGhostBehavior>();
        base.Initialize();
    }
Ejemplo n.º 2
0
    /* xInitialize
     *
     * Sets up following values:
     * location of slot(s)
     * location to spawn product when a cycle ends
     * locations for product completion line renderer
     * primary and secondary attributes
     * time modifiers
     * fatigue rate
     * buff type
     */
    protected override void Initialize()
    {
        base.Initialize();

        slot1Loc     = transform.position + new Vector3(1, 0, 0);
        pathStartLoc = transform.position + new Vector3(0, 0, 28);

        ghost = transform.GetChild(4).gameObject.GetComponent <ForageGhostBehavior>();

        ghost.Deactivate();
    }
Ejemplo n.º 3
0
    // Use this for initialization
    void Awake()
    {
        render  = this.gameObject.GetComponent <Renderer>();
        collide = this.gameObject.GetComponent <CapsuleCollider>();

        citizens = GameObject.Find("CitizenManager").GetComponent <CitizenManager_Script>();
        dragging = false;

        forageGhost = GameObject.Find("Ghost").GetComponent <ForageGhostBehavior>();

        Deactivate();
        //discoveryTimer = 100;
        ChangeDestination();
    }
Ejemplo n.º 4
0
    /* xInitialize

       Sets up following values:
       location of slot(s)
       location to spawn product when a cycle ends
       locations for product completion line renderer
       primary and secondary attributes
       time modifiers
       fatigue rate
       buff type
    */
    protected override void Initialize()
    {
        /* setting up subobject locations and initial prim/secondary stats
           citizens will snap to these locations when assigned,
           and products will spawn in productLoc after completion of a cycle
           these locations are dependent on the type of the workstation and can
           vary considerably*/
        slot1Loc = new Vector3(-.666f, 0, 0) + transform.position;
        slot2Loc = new Vector3(.666f, 0, 0) + transform.position;
        productLoc = new Vector3(.666f, 0, 2.1f) + transform.position;

        primaryEff = Utilities.Attributes.None;
        secondaryEff = Utilities.Attributes.None;
        primaryQual = Utilities.Attributes.None;
        secondaryQual = Utilities.Attributes.None;

        progressIndicatorOrigin = transform.position + new Vector3(-1.5f, .5f, -1.8f);
        progressIndicatorLength = new Vector3(3, 0, 0);

        pestScript = transform.GetChild (5).GetComponent<PestBehavior>();
        //progressIndicatorOrigin = transform.position + new Vector3(3f, .5f, -1.8f);

        forageGhost = GameObject.Find("Ghost").GetComponent<ForageGhostBehavior>();
        base.Initialize();
    }
Ejemplo n.º 5
0
    /* xInitialize

       Sets up following values:
       location of slot(s)
       location to spawn product when a cycle ends
       locations for product completion line renderer
       primary and secondary attributes
       time modifiers
       fatigue rate
       buff type
    */
    protected override void Initialize()
    {
        base.Initialize();

        slot1Loc = transform.position + new Vector3(1, 0, 0);
        pathStartLoc = transform.position + new Vector3(0, 0, 28);

        ghost = transform.GetChild (4).gameObject.GetComponent<ForageGhostBehavior>();

        ghost.Deactivate ();
    }
Ejemplo n.º 6
0
    // Use this for initialization
    void Awake()
    {
        render = this.gameObject.GetComponent<Renderer>();
        collide = this.gameObject.GetComponent<CapsuleCollider>();

        citizens = GameObject.Find ("CitizenManager").GetComponent<CitizenManager_Script>();
        dragging = false;

        forageGhost = GameObject.Find ("Ghost").GetComponent<ForageGhostBehavior>();

        Deactivate();
        //discoveryTimer = 100;
        ChangeDestination();
    }