public static void LoadAllBodyParts(PlayerDiagnosticInfo playerDiagnosticInfo) { LoadHead(playerDiagnosticInfo.head); LoadTorso(playerDiagnosticInfo.torso); LoadArm(playerDiagnosticInfo.arm); LoadLegs(playerDiagnosticInfo.leg); }
private static void LoadPlayerInfo(PlayerDiagnosticInfo playerDiagnosticInfo) { DiagnosticSceneController.playerDiagnosticInfo = playerDiagnosticInfo; LoadBody(playerDiagnosticInfo); singleton.ShowNextDialog(); singleton.dialogNumber++; }
public void UpdateValuesAndDraw(PlayerDiagnosticInfo playerDiagnosticInfo) { this.playerDiagnosticInfo = playerDiagnosticInfo; UpdateHead(playerDiagnosticInfo.head); UpdateTorso(playerDiagnosticInfo.torso); UpdateArm(playerDiagnosticInfo.arm); UpdateLeg(playerDiagnosticInfo.leg); isActivable = false; }
internal static void SpawnInChairWithoutAnimation(Chair freeChair, PlayerDiagnosticInfo playerDiagnosticInfo) { GameObject player = Instantiate(singleton.playerPrefab, singleton.transform); Player spawned = player.GetComponent <Player>(); spawned.UpdateValuesAndDraw(playerDiagnosticInfo); spawned.transform.position = freeChair.chairGameObject.transform.position; freeChair.SitOnIt(spawned); }
public static void VerifyIfCanSpawnAndSpawn() { if (ThereIsAnyFreeChair()) { Player player = SpawnPlayerAndSetOriginPosition(); Chair freeChair = ChairController.GetFirstChairFree(); PlayerDiagnosticInfo playerDiagnosticInfo = GetRandomPlayerDiagnosticInfo(); player.UpdateValuesAndDraw(playerDiagnosticInfo); singleton.StartCoroutine(WaitHalfSecondAnsSitOnTheChair(player, freeChair)); } }
public static void SaveOldInformation(List <Chair> chairsInfo, PlayerDiagnosticInfo lastPlayerDiagnosticInfo) { playersInfo = new List <PlayerDiagnosticInfo>(); StoreSceneInfo.lastPlayerDiagnosticInfo = lastPlayerDiagnosticInfo; foreach (Chair chair in chairsInfo.ToArray()) { if (chair.playerSited != null) { StoreSceneInfo.playersInfo.Add(chair.playerSited.playerDiagnosticInfo); } } hasChangedSceneAtLeastOneTime = true; }
static void SpawnNewPlayer() { try { ChairController.UpdateAllPlayersToNextChair(); PlayerDiagnosticInfo playerDiagnosticInfo = GetRandomPlayerDiagnosticInfo(); Chair freeChair = ChairController.GetFirstChairFree(); GameObject player = Instantiate(singleton.playerPrefab, singleton.transform); Player spawned = player.GetComponent <Player>(); spawned.UpdateValuesAndDraw(playerDiagnosticInfo); freeChair.SitOnItAndAnimateFadeInPlayerAndUpdatePosition(spawned); } catch { } }
private static void LoadBody(PlayerDiagnosticInfo playerDiagnosticInfo) { PlayerDiagnosticController.LoadAllBodyParts(playerDiagnosticInfo); }
internal static void LoadInformation(PlayerDiagnosticInfo playerDiagnosticInfo) { DiagnosticSceneInformation.playerDiagnosticInfo = playerDiagnosticInfo; }
private static void LoadPlayerInfo(PlayerDiagnosticInfo playerDiagnosticInfo) { DiagnosticSceneController.playerDiagnosticInfo = playerDiagnosticInfo; LoadBody(playerDiagnosticInfo); }