Example #1
0
    void Awake()
    {
        ActionsParser.ParseEvents();
        ActionsParser.ParseEventsActions("eventActions");
        ActionsParser.ParseEventsActions("eventReactions");
        ActionsParser.ParseNormalActions();

        //This parses the spawnpositions and modelnames from settings.xml
        SettingsParser.ParseAll();
        PersonParser.ParsePersons();

        //making all actions and events available for use by the npcs and player respectively
        UnityAction.SpawnActions();
        UnityEventController.SpawnAllPlayerEvents();

//        UnityPlayer.Initialize();
//        ApplyPlayerSettings();
    }
Example #2
0
                      public void Rule0(float dt, World world)
                      {
                          switch (s0)
                          {
                          case -1:
                              count_down1 = 2.5f;
                              goto case 12;

                          case 12:
                              if (((count_down1) > (0f)))
                              {
                                  count_down1 = ((count_down1) - (dt));
                                  s0          = 12;
                                  return;
                              }
                              else
                              {
                                  goto case 2;
                              }

                          case 2:
                              if (UnityEventController.IsEventReady(this.Id))
                              {
                                  goto case 0;
                              }
                              else
                              {
                                  goto case 1;
                              }

                          case 0:
                              HelperFunctions.Log(("Completenesss: ") + (Completeness));
                              Completeness = ((Completeness) + (10));
                              s0           = 3;
                              return;

                          case 3:
                              if (((((Completeness) > (100))) || (((Completeness) == (100)))))
                              {
                                  goto case 4;
                              }
                              else
                              {
                                  s0 = -1;
                                  return;
                              }

                          case 4:
                              UnityEvent.Destroy();
                              Completeness = Completeness;
                              s0           = -1;
                              return;

                          case 1:
                              HelperFunctions.Log(("Completeness: ") + (Completeness));
                              Completeness = ((Completeness) + (10));
                              s0           = -1;
                              return;

                          default: return;
                          }
                      }