public Dictionary <string, int> variables = new Dictionary <string, int>();//the original game uses an array of bytes, I should be able to make due with this // Use this for initialization void Start() { path = Application.dataPath + "/../upscaled15fps/"; Application.runInBackground = true; Application.targetFrameRate = 60; QualitySettings.vSyncCount = 1; Debug.Log("FMVManager::Start()"); Debug.Log("puzzleSpeed == " + puzzleSpeed.ToString("0.000")); Debug.Log("turningSpeed == " + turningSpeed.ToString("0.000")); Debug.Log("movementSpeed == " + movementSpeed.ToString("0.000")); handwag = Instantiate(Resources.Load("cursors/wagging-hand", typeof(Texture2D))) as Texture2D; handbeckon = Instantiate(Resources.Load("cursors/beckon", typeof(Texture2D))) as Texture2D; dramamask = Instantiate(Resources.Load("cursors/drama-mask", typeof(Texture2D))) as Texture2D; chatteringteeth = Instantiate(Resources.Load("cursors/chattering-teeth", typeof(Texture2D))) as Texture2D; throbbingbrain = Instantiate(Resources.Load("cursors/throbbing-skull", typeof(Texture2D))) as Texture2D; blueeye = Instantiate(Resources.Load("cursors/blue-eyeball", typeof(Texture2D))) as Texture2D; browneye = Instantiate(Resources.Load("cursors/brown-eyeball", typeof(Texture2D))) as Texture2D; if (currRoom == null) { currRoom = GameObject.FindObjectOfType <baseRoom>(); if (currRoom != null) { Debug.Log("found room " + currRoom.name); } } UpdateDebugText(); }
public baseRoom SwitchRoom(string roomName, int node, char facing) { IncrementVariable("enter-" + roomName); Debug.Log("SwitchRoom(" + roomName + ")"); if (currRoom == null) { currRoom = GameObject.FindObjectOfType <baseRoom>(); //Debug.Log("found room " + currRoom.name); } GameObject go = Instantiate(Resources.Load(roomName, typeof(GameObject))) as GameObject; baseRoom r = go.GetComponent <baseRoom>(); r.currPos.node = node; r.currPos.facing = facing; if (currRoom != null) { Destroy(currRoom.gameObject); } currRoom = r; return(r); }