Ejemplo n.º 1
0
    public bool WaitEnterHouse(ScriptGame scriptGame, ScriptGui.MainCharAction data, OnMainCharEnterHouse callBack)
    {
        if (IsMainChar_Wait_To_Interaction())
        {
            return(false);
        }
        GameObject prefab = Resources.Load <GameObject>("OBJ/CheckPoint");

        if (prefab == null)
        {
            return(false);
        }
        List <GameObject> checkPointList = new List <GameObject>();

        {
            // Add CheckPoint
            var    triggerNode = AutoTileMap_Editor.Instance.TriggerNode;
            string hash        = "House_" + data.IdHouse;
            for (int i = 0; i < triggerNode.childCount; i++)
            {
                var c = triggerNode.GetChild(i);
                Debug.Log(c.name);
                if (c.name.IndexOf(hash) >= 0)
                {
                    var obj = GameObject.Instantiate(prefab);
                    obj.transform.parent        = c;
                    obj.transform.localRotation = Quaternion.identity;
                    obj.transform.localPosition = new Vector3(0, 0, 0);
                    checkPointList.Add(obj);
                }
            }
        }
        if (checkPointList.Count == 0)
        {
            return(false);
        }
        houseRefWait = data.IdHouse;
        mOnWaitMainCharEnterHouse = ( int houseRef) => {
            while (checkPointList.Count > 0)
            {
                var o = checkPointList[0];
                checkPointList.RemoveAt(0);
                o.transform.parent = null;
                GameObject.Destroy(o);
            }
            callBack(houseRef);
        };
        return(true);
    }
Ejemplo n.º 2
0
 public bool WaitInteractionNPC(ScriptGame scriptGame, ScriptGui.MainCharAction data, OnInteractionNPC callBack)
 {
     if (IsMainChar_Wait_To_Interaction())
     {
         return(false);
     }
     ResetObjInteraction();
     mNPCRefWait = eSlotAonTypeObj.Person + "_" + data.IdNpc + "_" + AutoTileMap_Editor.Instance.MapIdxSelect;
     CreateObjInteractionNPC(mNPCRefWait);
     mOnInteractionNPC = ( int refNPCTarget) => {
         ResetObjInteraction();
         return(callBack(refNPCTarget));
     };
     return(true);
 }