void HandleMapObjectStateChange(WTEvent e) { //Create Objects on the Map //Update existing objects location data MapObjectsState state = (MapObjectsState)e.detail; if (state.mapObjects != null) { for (var i = 0; i < state.mapObjects.Length; i++) { WTLogger.LogInfo(state.mapObjects[i].Type); switch (state.mapObjects[i].Type) { case "airfield": UpdateAirfields(state.mapObjects[i]); break; case "aircraft": UpdateAircraft(state.mapObjects[i]); break; default: UpdateMapObjectives(state.mapObjects[i]); break; } } } else { WTLogger.LogInfo("Waiting for State Change"); } }
void InstantiatePlayer() { WTLogger.LogInfo("Instantiating Player"); GameObject newPlayer = (GameObject)Instantiate(PlayerPrefab, new Vector3(), PlayerPrefab.transform.rotation); newPlayer.transform.parent = gameObject.transform; this.player = newPlayer.GetComponent <Player>(); }
void InstantiateMapObjectiveQueue() { WTLogger.LogInfo("Instantiating Objective Queue"); MapObjectivesQueue = new Queue <GameObject>(); for (var i = 0; i < 10; i++) { GameObject mapObjective = (GameObject)Instantiate(MapObjectivePrefab, transform.position, Quaternion.Euler(90, 0, 0)); mapObjective.transform.parent = gameObject.transform; MapObjectivesQueue.Enqueue(mapObjective); } }
public static void PublishEvent(WTEvent.Type t, WTEvent e) { WTLogger.LogEvent(t, e); if (handlerDict.ContainsKey(t)) { foreach (EventHandler handle in handlerDict[t]) { handle(e); } } }
void InstantiateAirfieldQueue() { WTLogger.LogInfo("Instantiating Airfield Queue"); AirfieldQueue = new Queue <GameObject>(); ExistingAirfields = new Dictionary <string, WTMapObject>(); for (var i = 0; i < 10; i++) { GameObject airfield = (GameObject)Instantiate(AirfieldPrefab, transform.position, new Quaternion()); airfield.transform.parent = gameObject.transform; AirfieldQueue.Enqueue(airfield); } }