private void InitialiseEverything() { RNG.SetSeed(DateTime.Now.Millisecond); ScriptingEngine.Initialise(); ObjectIcons.Load(); NeedHandler.Initialise(); AbilityHandler.Initialise(); JobHandler.Initialise(); CultureHandler.Initialise(); MaterialHandler.Initialise(); ItemHandler.LoadItems(); NameProvider.Initialise(); EntityTemplateHandler.Initialise(); }
// Use this for initialization void Start() { InitialiseEverything(); m_StateManager = new StateManager(); Entity thief = WorldState.EntityHandler.Create(EntityTemplateHandler.Get("Human"), EntityNeed.GetFullRandomisedNeeds(), 1, JobHandler.Get("Thief"), Sex.Neutral, Sexuality.Bisexual, Vector2Int.zero, ObjectIcons.GetSprites("Jobs", "Thief"), null); thief.PlayerControlled = true; m_StateManager.ChangeState(new WorldCreationState(thief)); GameObject.Find("NeedsText").GetComponent <GUINeedsAlert>().SetPlayer(thief); }
private void NextState(object sender, EventArgs eventArgs) { Sex m_Playersex = (Sex)m_sexIndex; Dictionary <NeedIndex, EntityNeed> needs = EntityNeed.GetFullRandomisedNeeds(); EntityTemplate humanTemplate = EntityTemplateHandler.Get("Human"); m_Player = WorldState.EntityHandler.Create(humanTemplate, needs, 1, m_Jobs[m_JobIndex], m_Playersex, Sexuality.Bisexual, new UnityEngine.Vector2Int(-1, -1), ObjectIcons.GetSprites("Jobs", m_Jobs[m_JobIndex].name).ToList(), null); m_Player.PlayerControlled = true; m_Player.AddItem(new ItemInstance(ItemHandler.GetSpecificItem("Lantern"), new UnityEngine.Vector2Int(-1, -1), true)); }