Example #1
0
    void CreateIsntalledObjectPrototypes()
    {
        furniturePrototypes = new Dictionary <string, Furniture>();

        furniturePrototypes.Add("Wall",
                                Furniture.CreatePrototype("Wall", 0, 1, 1, true)
                                );
    }
Example #2
0
    void CreateFurnPrototypes()
    {
        furnPrototypes = new Dictionary <string, Furniture>();

        furnPrototypes.Add("Wall", Furniture.CreatePrototype(
                               "Wall",
                               0,                                  // Impassable
                               1, 1,
                               true)
                           );
    }
Example #3
0
    void CreateFurniturePrototypes()
    {
        furniturePrototypes = new Dictionary <string, Furniture> ();

        furniturePrototypes.Add("Wall", Furniture.CreatePrototype(
                                    "Wall",                                             // Internal ID
                                    0,                                                  // Movement resistance
                                    1,                                                  // Width
                                    1,                                                  // Height
                                    true)                                               // Links to neighbour.
                                );
    }
    void CreateFurniturePrototypes()
    {
        furniturePrototypes = new Dictionary <string, Furniture>();

        furniturePrototypes.Add("Wall",
                                Furniture.CreatePrototype(
                                    "Wall",
                                    0,
                                    1,
                                    1,
                                    true //Links to neighbours and sort of become "part of" a larger object
                                    )
                                );
    }
Example #5
0
    void CreateFurniturePrototypes()
    {
        Debug.Log("Creating furniture prototypes...");
        furniturePrototypes = new Dictionary <string, Furniture>();
        Furniture wallPrototype = Furniture.CreatePrototype(
            "Wall",
            0,
            1,
            1,
            true // links to neighbors and sort of becomes part of a larger object
            );

        furniturePrototypes.Add("Wall", wallPrototype);
    }
Example #6
0
File: World.cs Project: ntntn/MySim
    void CreateFurniturePrototypes()
    {
        furniturePrototypes = new Dictionary <string, Furniture>();

        furniturePrototypes.Add("Wall",
                                Furniture.CreatePrototype(
                                    "Wall",
                                    0,   // Impassable
                                    1,   // Width
                                    1,   // Height
                                    true // Links to neighbours and "sort of" becomes part of a large object
                                    )
                                );
    }
Example #7
0
    void CreateFurniturePrototypes()
    {
        // TODO: Replace this by a function that reads our furniture data from a text file.

        furniturePrototypes    = new Dictionary <string, Furniture>();
        furnitureJobPrototypes = new Dictionary <string, Job>();

        furniturePrototypes.Add("Wall", Furniture.CreatePrototype(
                                    "Wall",                 // Name
                                    0,                      // Impassable
                                    1,                      // Width
                                    1,                      // Height
                                    true,                   // Links to neighbour and "sort of" becomes a large object
                                    true                    // Enclose rooms
                                    )
                                );
        furnitureJobPrototypes.Add("Wall",
                                   new Job(null, "Wall", FurnitureActions.JobComplete_FurnitureBuilding, .2f, new Inventory[] { new Inventory("Steel_Plate", 5, 0) })
                                   );

        furniturePrototypes.Add("Lamp", Furniture.CreatePrototype(
                                    "Lamp",                 // Name
                                    1,                      // Impassable
                                    1,                      // Width
                                    1,                      // Height
                                    false,                  // Links to neighbour and "sort of" becomes a large object
                                    false                   // Enclose rooms
                                    )
                                );
        //furnitureJobPrototypes.Add("Wall",
        //    new Job(null, "Wall", FurnitureActions.JobComplete_FurnitureBuilding, .2f, new Inventory[] { new Inventory("Steel_Plate", 5, 0) })
        //    );

        furniturePrototypes.Add("Door", Furniture.CreatePrototype(
                                    "Door",                 // Name
                                    1.5f,                   // Pathfinding movecost
                                    1,                      // Width
                                    1,                      // Height
                                    false,                  // Links to neighbour and "sort of" becomes a large object
                                    true                    // Enclose rooms
                                    )
                                );

        // What if the objects behavioues were scriptable? And therefore were part of the text file we are reading now

        furniturePrototypes["Door"].SetParameter("openness", 0);
        furniturePrototypes["Door"].SetParameter("is_opening", 0);

        furniturePrototypes["Door"].RegisterUpdateAction(FurnitureActions.Door_UpdateAction);
        furniturePrototypes["Door"].IsEnterable = FurnitureActions.Door_IsEnterable;


        furniturePrototypes.Add("Stockpile", Furniture.CreatePrototype(
                                    "Stockpile",            // Name
                                    1,                      // Impassable
                                    1,                      // Width
                                    1,                      // Height
                                    true,                   // Links to neighbour and "sort of" becomes a large object
                                    false                   // Enclose rooms
                                    )
                                );
        furniturePrototypes["Stockpile"].RegisterUpdateAction(FurnitureActions.Stockpile_UpdateAction);
        furnitureJobPrototypes.Add("Stockpile",
                                   new Job(null, "Stockpile", FurnitureActions.JobComplete_FurnitureBuilding, -1f, null)
                                   );

        furniturePrototypes.Add("Oxygen Generator", Furniture.CreatePrototype(
                                    "Oxygen Generator",     // Name
                                    10,                     // Impassable
                                    2,                      // Width
                                    2,                      // Height
                                    false,                  // Links to neighbour and "sort of" becomes a large object
                                    false                   // Enclose rooms
                                    )
                                );
    }