private void SpawnPlayersOld() { playerNetwork = new List <WorldEntityNetwork>(); var pl1 = WorldEntityFabric.Character("zimmabue", "char01"); var pl2 = WorldEntityFabric.Character("uriel", "char02"); WorldEntityNetwork we1 = Instantiate(entityNetworkPrefab); we1.worldEntity = pl1; we1.transform.position = new Vector3(pl1.position.x + 0.5f, pl1.position.y + 0.5f, -0.1f); playerNetwork.Add(we1); NetworkServer.Spawn(we1.gameObject); WorldEntityNetwork we2 = Instantiate(entityNetworkPrefab); we2.worldEntity = pl2; we2.transform.position = new Vector3(pl2.position.x + 0.5f, pl2.position.y + 0.5f, -0.1f); playerNetwork.Add(we2); NetworkServer.Spawn(we2.gameObject); }
public void View(WorldEntityNetwork entity) { _worldEntityNetwork = entity; itemName.text = entity.worldEntity.name; _worldEntityNetwork.onWorldEntityChange = () => View(entity); }
public void SpawnWorldEntity(WorldEntity entity) { _world.AddWorldEntity(entity); WorldEntityNetwork we = Instantiate(entityNetworkPrefab); we.worldEntity = entity; we.transform.position = new Vector3(entity.position.x + 0.5f, entity.position.y + 0.5f, -0.1f); _allWorldEntityNetwork.Add(we); NetworkServer.Spawn(we.gameObject); }
private void SetWorldEntity(string name) { var wes = FindObjectsOfType <WorldEntityNetwork>(); foreach (var we in wes) { if (we.worldEntity.name == name) { _worldEntityNetwork = we; } } }
public void View(WorldEntityNetwork entity) { _worldEntityNetwork = entity; var w = entity.worldEntity.weapon; weaponName.text = entity.worldEntity.name; numberOfDices.text = w.numberOfDices.ToString(); dice.value = (int)w.dice; rangeMin.text = w.rangeMin.ToString(); rangeMax.text = w.rangeMax.ToString(); _worldEntityNetwork.onWorldEntityChange = () => View(entity); }
private void SpawnPlayers() { playerNetwork = new List <WorldEntityNetwork>(); foreach (var player in _world.GetPlayers()) { WorldEntityNetwork netPlayer = Instantiate(entityNetworkPrefab); netPlayer.worldEntity = player; netPlayer.transform.position = new Vector3(player.position.x + 0.5f, player.position.y + 0.5f, -0.1f); playerNetwork.Add(netPlayer); NetworkServer.Spawn(netPlayer.gameObject); } }
private void SpawnWorldEntities() { var entities = _world.GetWorldEntities(); foreach (var e in entities) { WorldEntityNetwork we = Instantiate(entityNetworkPrefab); we.worldEntity = e; we.transform.position = new Vector3(e.position.x + 0.5f, e.position.y + 0.5f, -0.1f); _allWorldEntityNetwork.Add(we); NetworkServer.Spawn(we.gameObject); } }
public void View(WorldEntityNetwork entity) { _worldEntityNetwork = entity; var c = entity.worldEntity.character; characterName.text = entity.worldEntity.name; classesLevel.text = c.classesLevel; races.text = c.races; alignment.text = c.alignment; divinity.text = c.divinity; age.text = c.age; gender.text = c.gender; height.text = c.height.ToString(); weight.text = c.weight.ToString(); eyes.text = c.eyes; hair.text = c.hair; skin.text = c.skin; strenght.text = c.strenght.ToString(); dexterity.text = c.dexterity.ToString(); consitution.text = c.consitution.ToString(); intelligence.text = c.intelligence.ToString(); wisdom.text = c.wisdom.ToString(); charisma.text = c.charisma.ToString(); armorClass.text = c.armorClass.ToString(); currentHitPoint.text = c.currentHitPoint.ToString(); temporaryHitPoint.text = c.temporaryHitPoint.ToString(); speed.text = c.speed.ToString(); st_strenght.text = c.st_strenght.ToString(); st_dexterity.text = c.st_dexterity.ToString(); st_constitutio.text = c.st_constitutio.ToString(); st_intelligence.text = c.st_intelligence.ToString(); st_wisdom.text = c.st_wisdom.ToString(); st_charisma.text = c.st_charisma.ToString(); _worldEntityNetwork.onWorldEntityChange = () => View(entity); }
public void View(WorldEntityNetwork worldEntityNet, bool isEditable) { characterInfoUI.gameObject.SetActive(false); weaponInfoUI.gameObject.SetActive(false); itemInfoUI.gameObject.SetActive(false); armorInfoUI.gameObject.SetActive(false); switch (worldEntityNet.worldEntity.type) { case WorldEntityType.Character: characterInfoUI.gameObject.SetActive(true); characterInfoUI.isEditable = isEditable; characterInfoUI.View(worldEntityNet); break; case WorldEntityType.Container: itemInfoUI.gameObject.SetActive(true); itemInfoUI.isEditable = isEditable; itemInfoUI.View(worldEntityNet); break; case WorldEntityType.Weapon: weaponInfoUI.gameObject.SetActive(true); weaponInfoUI.isEditable = isEditable; weaponInfoUI.View(worldEntityNet); break; case WorldEntityType.Armour: armorInfoUI.gameObject.SetActive(true); armorInfoUI.isEditable = isEditable; armorInfoUI.View(worldEntityNet); break; default: break; } }