/// <summary> Constructor directly interprets the Data structures </summary> /// <param name="data"> The datastructure in question </param> public Chapter(DataStructure data) { //UnityEngine.Debug.Log(data); NMS.OS.OperatingSystem os = Globals.current_os; name = data.Get <string>("name", quiet: true); directory_name = "campagne/" + data.Get <string>("directory", quiet: true) + "/"; List <ChapterBattle> battle_list = new List <ChapterBattle>(); List <ChapterConversation> conversation_list = new List <ChapterConversation>(); List <ChapterJump> jump_list = new List <ChapterJump>(); foreach (DataStructure child in data.AllChildren) { switch (child.Name) { case "battle": DataStructure datastr = DataStructure.Load(directory_name + child.Get <string>("filename"), parent: child); battle_list.Add(new ChapterBattle() { AviableOn = child.Get <ushort[]>("aviable"), Name = child.Get <string>("name"), path = directory_name + child.Get <string>("filename"), own_data = datastr, planet_name = child.Get("planet", "Trantor"), progress = child.Get <ushort>("progress", 0), }); break; case "conversation": conversation_list.Add(new ChapterConversation() { AviableOn = child.Get <ushort []>("aviable"), Name = child.Get <string>("name"), own_data = child, progress = child.Get <ushort>("progress"), }); break; case "jump chapter": jump_list.Add(new ChapterJump() { AviableOn = child.Get <ushort []>("aviable"), Name = child.Get <string>("name"), new_chapter = child.Get <string>("chapter name"), }); break; } } battles = battle_list.ToArray(); conversations = conversation_list.ToArray(); jumps = jump_list.ToArray(); all_events = new IChapterEvent [battles.Length + conversations.Length + jumps.Length]; battles.CopyTo(all_events, 0); conversations.CopyTo(all_events, battles.Length); jumps.CopyTo(all_events, battles.Length + conversations.Length); }
public CPU(Ship p_ship, OS.OperatingSystem p_os) { ship = p_ship; os = p_os; ram = new RAM(0x1000); }
private void UpdateOnMenu() { Globals.audio = FindObjectOfType <AudioManager>(); ConsoleBehaviour console = FindObjectOfType <ConsoleBehaviour>(); console.Start_(); base_os = new NMS.OS.OperatingSystem(console, null); Globals.current_os = base_os; is_updatemenu = false; }
/// <param name="ship"> The gameobject representing the ship </param> public Ship(GameObject ship_obj, bool friendly, string name, int id = -1) : base(SceneObjectType.ship, id) { Friendly = friendly; Object = ship_obj; Name = name + ID.ToString("[0000]"); Associated = new Target(this); Parts = new PartsCollection(); MapCore.Active.ObjectSpawned(this); SceneGlobals.ship_collection.Add(this); os = new NMS.OS.OperatingSystem(null, this); os.Attached = this; }