public override void setData(NPC_Data state) { Timer = state.npcvalue[valTimer]; this.state = (state_939)state.npcvalue[valState]; Agent.Warp(state.Pos.toVector3()); currentTarget = state.Target.toVector3(); base.setData(state); }
public NPC_Data[] getData() { NPC_Data[] helper = new NPC_Data[NPCS.Count]; for (int i = 0; i < NPCS.Count; i++) { helper[i] = NPCS[i].getData(); Debug.Log("Obteniendo datos NPC " + i + " de " + NPCS.Count + " tipo " + NPCS[i].data.type); } return(helper); }
public NPC_Data[] getMain() { NPC_Data[] helper = new NPC_Data[mainList.Length]; for (int i = 0; i < mainList.Length; i++) { if (spawnTable[i] == true) { helper[i] = mainList[i].getData(); } } return(helper); }
public override void setData(NPC_Data state) { base.setData(state); teleportTimer = state.npcvalue[valTeleTimer]; Timer = state.npcvalue[valTeleTimer]; Debug.Log("State loaded = " + (scp096State)state.npcvalue[valState]); this.state = (scp096State)state.npcvalue[valState]; if (this.state == scp096State.run) { animator.Play("scp096_skeleton|scp096_run", -1, 1); } agent.Warp(state.Pos.toVector3()); }
public int AddNpc(npctype newType, Vector3 where, NPC_Data data = null) { GameObject newNPC = Instantiate(NPC_Prefabs[(int)newType], where, Quaternion.identity, parent.transform); if (data == null) { newNPC.GetComponent <Map_NPC>().createData(); Debug.Log("Creando NPC tipo " + newType + " con ID " + (NPCS.Count)); } else { newNPC.GetComponent <Map_NPC>().setData(data); Debug.Log("Reposicionando NPC tipo " + newType + " con ID " + (NPCS.Count)); } NPCS.Add(newNPC.GetComponent <Map_NPC>()); return(NPCS.Count - 1); }
public virtual void setData(NPC_Data state) { data = state; transform.position = state.Pos.toVector3(); transform.rotation = Quaternion.Euler(state.Rotation.toVector3()); }
public override void setData(NPC_Data state) { agent.Warp(state.Pos.toVector3()); base.setData(state); }