public void GoToScene(GameSceneType sceneType) { if (currentSceneType == sceneType) { return; } GameScene sceneToCreate = null; switch (sceneType) { case GameSceneType.MissionScene: var missionScene = new MissionScene(); /* old code for adding actors * Team team1 = new Team("Rumbleshank"); team1.AIControlled = false; var actor1 = new ActorProperties(); actor1.SpriteName = "goodsoldier"; actor1.MovementPoints = 6; actor1.Name = "Hunkenheim1"; actor1.MaxHealth = 10; actor1.CurrentHealth = 10; actor1.Abilities.Add(new BasicMoveAbility()); actor1.Abilities.Add(new WaitAbility()); actor1.Inventory.AddItem(Weapons.AssaultRifle); actor1.Inventory.EquipItem(Weapons.AssaultRifle); team1.Members.Add(actor1); var actor2 = new ActorProperties(); actor2.SpriteName = "goodsoldier"; actor2.MovementPoints = 6; actor2.MaxHealth = 10; actor2.CurrentHealth = 10; actor2.Name = "Hunkenheim2"; actor2.Abilities.Add(new BasicMoveAbility()); actor2.Abilities.Add(new WaitAbility()); team1.Members.Add(actor2); missionScene.AddTeam(team1); Team team2 = new Team("Brown Eggz"); team2.AIControlled = true; var actor3 = new ActorProperties(); actor3.SpriteName = "evilsoldier"; actor3.MaxHealth = 10; actor3.CurrentHealth = 10; actor3.MovementPoints = 6; actor3.Name = "Scrambled Eggs"; actor3.Abilities.Add(new BasicMoveAbility()); actor3.Abilities.Add(new WaitAbility()); team2.Members.Add(actor3); missionScene.AddTeam(team2); */ var actorController = new ActorController(); foreach (Team team in actorController.teams) { missionScene.AddTeam(team); } TextAsset puzdata = (TextAsset)Resources.Load("puzzles", typeof(TextAsset)); sceneToCreate = missionScene; AwayTeam.MissionController = missionScene; break; default: break; } if (sceneToCreate != null) { currentSceneType = sceneType; if (currentScene != null) { Futile.stage.RemoveChild(currentScene); } currentScene = sceneToCreate; Futile.stage.AddChild(currentScene); currentScene.Start(); } }
public void GoToScene(GameSceneType sceneType) { if (currentSceneType == sceneType) { return; } GameScene sceneToCreate = null; switch (sceneType) { case GameSceneType.MissionScene: var missionScene = new MissionScene(); /* old code for adding actors * Team team1 = new Team("Rumbleshank"); * team1.AIControlled = false; * var actor1 = new ActorProperties(); * actor1.SpriteName = "goodsoldier"; * actor1.MovementPoints = 6; * actor1.Name = "Hunkenheim1"; * actor1.MaxHealth = 10; * actor1.CurrentHealth = 10; * actor1.Abilities.Add(new BasicMoveAbility()); * actor1.Abilities.Add(new WaitAbility()); * actor1.Inventory.AddItem(Weapons.AssaultRifle); * actor1.Inventory.EquipItem(Weapons.AssaultRifle); * team1.Members.Add(actor1); * var actor2 = new ActorProperties(); * actor2.SpriteName = "goodsoldier"; * actor2.MovementPoints = 6; * actor2.MaxHealth = 10; * actor2.CurrentHealth = 10; * actor2.Name = "Hunkenheim2"; * actor2.Abilities.Add(new BasicMoveAbility()); * actor2.Abilities.Add(new WaitAbility()); * team1.Members.Add(actor2); * missionScene.AddTeam(team1); * * Team team2 = new Team("Brown Eggz"); * team2.AIControlled = true; * var actor3 = new ActorProperties(); * actor3.SpriteName = "evilsoldier"; * actor3.MaxHealth = 10; * actor3.CurrentHealth = 10; * actor3.MovementPoints = 6; * actor3.Name = "Scrambled Eggs"; * actor3.Abilities.Add(new BasicMoveAbility()); * actor3.Abilities.Add(new WaitAbility()); * team2.Members.Add(actor3); * missionScene.AddTeam(team2); */ var actorController = new ActorController(); foreach (Team team in actorController.teams) { missionScene.AddTeam(team); } TextAsset puzdata = (TextAsset)Resources.Load("puzzles", typeof(TextAsset)); sceneToCreate = missionScene; AwayTeam.MissionController = missionScene; break; default: break; } if (sceneToCreate != null) { currentSceneType = sceneType; if (currentScene != null) { Futile.stage.RemoveChild(currentScene); } currentScene = sceneToCreate; Futile.stage.AddChild(currentScene); currentScene.Start(); } }