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);
     }
 }
Ejemplo n.º 4
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 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);
     }
 }