Example #1
0
    public bool AddCharacter(GameObject character)
    {
        int occupiedSlots = slotAssignments.Count;

        if (!pattern.SupportsSlots(occupiedSlots + 1))
        {
            return(false);
        }
        SlotAssignment sa = new SlotAssignment();

        sa.character = character;
        slotAssignments.Add(sa);
        UpdateSlotAssignments();
        return(true);
    }
Example #2
0
    public bool AddCharacter(AgentNPC character)
    {
        int occupiedSlots = slotAssignments.Count;

        if (!pattern.SupportsSlots(occupiedSlots + 1) || character == pattern.leader)
        {
            //		Debug.Log ("NOT Added " + character.name);
            return(false);
        }
        SlotAssignment sa = new SlotAssignment();

        sa.character = character;
        slotAssignments.Add(sa);
        UpdateSlotAssignments();
        //	Debug.Log ("Added " + character.name);
        return(true);
    }
Example #3
0
        // Add a new Unit to the first available slot, returns false if there are no free slots
        public bool AddUnit(Unit Unit)
        {
            // Find out how many slots we have occupied
            int OccupiedSlots = Slots.Count;

            // Check if the pattern supports more slots
            if (Pattern.SupportsSlots(OccupiedSlots + 1))
            {
                // Add a new slot
                Slot NewSlot = new Slot();

                NewSlot.Unit = Unit;

                Slots.Add(NewSlot);

                // Update the slots assignments
                Pattern.NumberOfSlots++;
                UpdateSlotAssignments();

                return(true);
            }

            return(false);
        }