// Use this for initialization void Start() { ResourceInfo.setFoodStock(100); ResourceInfo.setWaterStock(100); ResourceInfo.setWoodStock(100); campEvents = new List <CampEvent>(EventSystem.GetCampEvents(0, 20, 10)); eventTiles = new List <GameObject>(EventSystem.GetEventTiles(0, 20, 10)); Weather weather = EventSystem.GetWeather(0); foreach (CampEvent ce in campEvents) { Debug.Log("Camp Event Message: \"" + ce.message + "\"\nFood Effect: " + ce.food + "\nWater Effect: " + ce.water + "\nWood Effect: " + ce.wood); } foreach (GameObject go in eventTiles) { EventTile et = go.GetComponent <EventTile>(); EncounterCharacterEvent ece = (EncounterCharacterEvent)et.tileEvent; Debug.Log("Event Name: \"" + ece.name + "\"\nDescription: " + ece.description + "\nDialog: " + ece.encounterDialog + "\nCharacter Name: " + ece.character.name + "\nHostile?: " + ece.character.isHostile + "\nmaxHealth: " + ece.character.getMaxHealth() + "\nmaxStamina: " + ece.character.getMaxStamina() + "\nmaxStrength: " + ece.character.getMaxStrength()); } Debug.Log(weather.ToString()); }
public static EncounterCharacterEvent GenerateRandom() { float random = UnityEngine.Random.value; EncounterCharacterEvent result = new EncounterCharacterEvent(); result.character = Character.GenerateRandom(random); result.name = (result.character.isHostile) ? "Engard!" : "Stranger danger!"; result.description = "You've encountered someone in the wasteland."; result.encounterDialog = (result.character.isHostile) ? TextReader.GetDialog("Hostile") : TextReader.GetDialog("Nonhostile"); return(result); }
static public List <GameObject> GetEventTiles(int day, int maxEvents = 20, int minEvents = 0) { UnityEngine.Random.InitState(day); int numEvents = Math.Max(minEvents, (int)(maxEvents * UnityEngine.Random.value)); GameObject eventTilePrefab = (GameObject)Resources.Load("Prefabs/EventTile"); List <GameObject> result = new List <GameObject>(numEvents); for (int i = 0; i < numEvents; ++i) { result.Add(UnityEngine.Object.Instantiate(eventTilePrefab)); result[i].GetComponent <EventTile>().tileEvent = EncounterCharacterEvent.GenerateRandom(); } return(result); }
// Use this for initialization void Start() { //after i push this, max carry wont work.... bc of naming of eventtiles eventTile = GameObject.Find("Test1"); eventTileScript = eventTile.GetComponent <EventTile>(); eventTileScript.tileEvent = EncounterCharacterEvent.GenerateRandom(); /* * eventTile2 = GameObject.Find("Test2"); * eventTileScript2 = eventTile2.GetComponent<EventTile>(); * eventTileScript2.tileEvent = EncounterCharacterEvent.GenerateRandom(); */ fuq = eventTileScript.tileEvent.character; if (fuq == null) { Debug.Log("whattehfuckishap"); } Debug.Log(eventTileScript.tileEvent.character.name); Debug.Log("Hostile = " + eventTileScript.tileEvent.character.isHostile); Debug.Log(eventTileScript.tileEvent.description); //Debug.Log(eventTileScript2.tileEvent.description); }
// Use this for initialization void Start() { thisNPC = gameObject.GetComponent <EventTile>().tileEvent; npcAnimator = gameObject.GetComponent <Animator> (); }