Exemple #1
0
 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);
 }
Exemple #4
0
 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);
 }