/* xInitialize * * Sets up following values: * location of slot(s) * location to spawn product when a cycle ends * locations for product completion line renderer * primary and secondary attributes * time modifiers * fatigue rate * buff type */ protected override void Initialize() { /* setting up subobject locations and initial prim/secondary stats * citizens will snap to these locations when assigned, * and products will spawn in productLoc after completion of a cycle * these locations are dependent on the type of the workstation and can * vary considerably*/ slot1Loc = new Vector3(-.666f, 0, 0) + transform.position; slot2Loc = new Vector3(.666f, 0, 0) + transform.position; productLoc = new Vector3(.666f, 0, 2.1f) + transform.position; primaryEff = Utilities.Attributes.None; secondaryEff = Utilities.Attributes.None; primaryQual = Utilities.Attributes.None; secondaryQual = Utilities.Attributes.None; progressIndicatorOrigin = transform.position + new Vector3(-1.5f, .5f, -1.8f); progressIndicatorLength = new Vector3(3, 0, 0); pestScript = transform.GetChild(5).GetComponent <PestBehavior>(); //progressIndicatorOrigin = transform.position + new Vector3(3f, .5f, -1.8f); forageGhost = GameObject.Find("Ghost").GetComponent <ForageGhostBehavior>(); base.Initialize(); }
/* xInitialize * * Sets up following values: * location of slot(s) * location to spawn product when a cycle ends * locations for product completion line renderer * primary and secondary attributes * time modifiers * fatigue rate * buff type */ protected override void Initialize() { base.Initialize(); slot1Loc = transform.position + new Vector3(1, 0, 0); pathStartLoc = transform.position + new Vector3(0, 0, 28); ghost = transform.GetChild(4).gameObject.GetComponent <ForageGhostBehavior>(); ghost.Deactivate(); }
// Use this for initialization void Awake() { render = this.gameObject.GetComponent <Renderer>(); collide = this.gameObject.GetComponent <CapsuleCollider>(); citizens = GameObject.Find("CitizenManager").GetComponent <CitizenManager_Script>(); dragging = false; forageGhost = GameObject.Find("Ghost").GetComponent <ForageGhostBehavior>(); Deactivate(); //discoveryTimer = 100; ChangeDestination(); }
/* xInitialize Sets up following values: location of slot(s) location to spawn product when a cycle ends locations for product completion line renderer primary and secondary attributes time modifiers fatigue rate buff type */ protected override void Initialize() { /* setting up subobject locations and initial prim/secondary stats citizens will snap to these locations when assigned, and products will spawn in productLoc after completion of a cycle these locations are dependent on the type of the workstation and can vary considerably*/ slot1Loc = new Vector3(-.666f, 0, 0) + transform.position; slot2Loc = new Vector3(.666f, 0, 0) + transform.position; productLoc = new Vector3(.666f, 0, 2.1f) + transform.position; primaryEff = Utilities.Attributes.None; secondaryEff = Utilities.Attributes.None; primaryQual = Utilities.Attributes.None; secondaryQual = Utilities.Attributes.None; progressIndicatorOrigin = transform.position + new Vector3(-1.5f, .5f, -1.8f); progressIndicatorLength = new Vector3(3, 0, 0); pestScript = transform.GetChild (5).GetComponent<PestBehavior>(); //progressIndicatorOrigin = transform.position + new Vector3(3f, .5f, -1.8f); forageGhost = GameObject.Find("Ghost").GetComponent<ForageGhostBehavior>(); base.Initialize(); }
/* xInitialize Sets up following values: location of slot(s) location to spawn product when a cycle ends locations for product completion line renderer primary and secondary attributes time modifiers fatigue rate buff type */ protected override void Initialize() { base.Initialize(); slot1Loc = transform.position + new Vector3(1, 0, 0); pathStartLoc = transform.position + new Vector3(0, 0, 28); ghost = transform.GetChild (4).gameObject.GetComponent<ForageGhostBehavior>(); ghost.Deactivate (); }
// Use this for initialization void Awake() { render = this.gameObject.GetComponent<Renderer>(); collide = this.gameObject.GetComponent<CapsuleCollider>(); citizens = GameObject.Find ("CitizenManager").GetComponent<CitizenManager_Script>(); dragging = false; forageGhost = GameObject.Find ("Ghost").GetComponent<ForageGhostBehavior>(); Deactivate(); //discoveryTimer = 100; ChangeDestination(); }