private PersonalityType GetMyPersonality() { var room = PhotonArenaManager.Instance.GetRoom(); // var playerNums = new List<int>(8); // Replace with call to get Player Numbers var playerNums = room.Players.Keys; var playerScores = new Dictionary <int, int[]>(); foreach (var playerNum in playerNums) { var score = PhotonArenaManager.Instance.GetData($"score!{playerNum}") as int[]; if (score != null) { playerScores.Add(playerNum, score); } } var personalities = PersonalityController.SortingHat(playerScores); neighbourhoodMan.Personalities = personalities; if (personalities.ContainsKey(myPlayerID)) { return(personalities[myPlayerID]); } return(PersonalityType.Nerd); }
void Start() { colorNormal = new Color32(0xFF, 0xFF, 0xFF, 0xFF); colorAttack = new Color32(0xFF, 0xC2, 0xC2, 0xFF); colorSocialize = new Color32(0xFF, 0xF2, 0xF9, 0xFF); winText = canvas.transform.GetChild(0).GetComponent <Text>(); timerTextSeconds = canvas.transform.GetChild(10).GetComponent <Text>(); timerTextMilliseconds = canvas.transform.GetChild(11).GetComponent <Text>(); imageCurrentPersonality = canvas.transform.GetChild(6).GetComponent <Image>(); thisPersonalityController = this; thirdPersonCamera = cameras.transform.GetChild(0).GetComponent <Camera>(); camGoals = cameras.transform.GetChild(1).GetComponent <Camera>(); camEntities = cameras.transform.GetChild(2).GetComponent <Camera>(); postProcessingBehaviour = thirdPersonCamera.gameObject.GetComponent <PostProcessingBehaviour>(); postProcessingBehaviour.enabled = false; playerControllerRigid = GetComponent <PlayerControllerRigidBody>(); camGoals.enabled = false; camEntities.enabled = false; attackTimer = 0.0f; spriteAttack.enabled = false; spriteSocial.enabled = false; Debug.Log("Change state code"); ChangeState(Personality.FIND); for (int i = 0; i < targetLocations.Length; i++) { targetLocations[i].GetComponent <Renderer>().material = nonTargetMaterial; } if (targetLocations.Length > 0) { targetLocations[0].GetComponent <Renderer>().material = targetMaterial; } currentTargetLocation = 0; winText.enabled = false; layerMaskEntities = 1 << layerMaskEntities; GameManager.StartDialogue(); Debug.Log("End start"); }