public CreatureEntity(ObjectGUID objectGUID, creature creature, VanillaWorld vanillaWorld) : base(objectGUID) { this.VanillaWorld = vanillaWorld; this.Creature = creature; this.Template = CreatureTemplateDatabase.SingleOrDefault(ct => ct.Entry == creature.id); }
public void AddCreatureEntity(creature creature) { var guid = new ObjectGUID((ulong)creature.guid, TypeID.TYPEID_UNIT); var creatureEntity = new CreatureEntity(guid, creature, vanillaWorld); CreatureEntities.Add(creatureEntity); creatureEntity.Setup(); }
public List <creature> randomCreatures(int num) { Debug.Log("Spawn creatures to simulate preset list"); List <creature> toSpawnAnimals = new List <creature>(); for (int i = 0; i < num; i++) { creature toAdd = new creature(i); toSpawnAnimals.Add(toAdd); } Debug.Log(toSpawnAnimals.Count); return(toSpawnAnimals); }
private void CreatureSearchButton_Click(object sender, EventArgs e) { BestiarioDAO bes = new BestiarioDAO(); creature ce = bes.Search(c.Text); creatureXpTextBox.Text = ce.xp.ToString(); creatureLvlTextBox.Text = ce.lvl.ToString(); creatureNameTextBox.Text = ce.name.ToString(); creatureHeightTextBox.Text = ce.height.ToString(); creatureWeightTextBox.Text = ce.weight.ToString(); creatureManaTextBox.Text = ce.mana.ToString(); creatureLifeTextBox.Text = ce.life.ToString(); creatureBackgroundRichTextBox.Text = ce.bk.ToString(); }
public CreatureInfo(ObjectGUID objectGUID, creature creature, creature_template template) : base(objectGUID) { DisplayID = NativeDisplayID = creature.modelid; Health = (int)creature.curhealth; MaxHealth = (int)template.MaxLevelHealth; Level = template.MaxLevel; NPCFlags = (int)template.NpcFlags; DynamicFlags = (int)template.DynamicFlags; UnitFlag = (int)template.UnitFlags; FactionTemplate = (uint)template.FactionAlliance; Entry = template.Entry; //Used to set the creature name. CombatReach = 30f; }
public void spawnAnimal() { Debug.Log("spawning creature"); //Connect creature list to int randomIndex = Random.Range(0, STATICWalkingScene.spawnCreatures.Count); creature spawnThis = STATICWalkingScene.spawnCreatures[randomIndex]; //Actual CODE for Spawning Creature GameObject toSpawn = prefabCreature; toSpawn.AddComponent <PolygonCollider2D> (); //Set fields for BATTLE information toSpawn.GetComponent <creature> ().spawned = true; toSpawn.GetComponent <creature> ().num = spawnThis.num; toSpawn.GetComponent <creature> ().sceneControl = this.gameObject; creature = toSpawn; //Need to spawn OFF SCREEN Instantiate(toSpawn, new Vector3(-4.0f, -2.0f), Quaternion.identity); }
public void create_map() { create_enclosure(); MapData map_data = global_instance.Instance.GetMapData(); if(map_data != null) { for (int i = 0; i < map_data.width_; i++) { for (int j = 0; j < map_data.height_; j++) { int group = map_data.groups_[i, j]; if (group != 11) { int temp_x = (_max_x - map_data.width_) / 2 + i; int temp_y = /*(_max_y - map_data.height_)+ */j + 20; crash_mole mole_entry = global_instance.Instance._crash_manager.get_crash_mole_addr(temp_x, 9, temp_y)._crash_mole; if (mole_entry == null) { crash_base_obj obj = null; if (group != 10) { obj = global_instance.Instance._crash_manager.create_crash_obj(temp_x, temp_y); } else { obj = global_instance.Instance._crash_manager.create_flag_obj(temp_x, temp_y); } mole_entry = global_instance.Instance._crash_manager.create_crash_mole(); mole_entry.add_crash_obj(obj); mole_entry._color_group = group; global_instance.Instance._crash_manager.add_crash_mole(mole_entry); create_mole(i, j, mole_entry); } } } } } for (int x = 0; x < (int)_max_x; x++) { for (int z = 0; z < (int)_max_z; z++) { for (int y = 0; y < (int)_max_y; y++) { if (_crash_objs[x, z, y]._crash_obj != null) { crash_base_obj entry = _crash_objs[x, z, y]._crash_obj; switch(entry.get_obj_type()) { case crash_obj_type.normal: { GameObject obj_temp = Object.Instantiate<GameObject>(_source_crash_mole_obj); _Game_objs.Add(obj_temp); crash_obj crash_obj_temp = (crash_obj)entry; crash_obj_temp._grid = obj_temp.GetComponent<crashmolegrid>(); crash_obj_temp._grid.set_group(_crash_objs[x, z, y]._crash_obj._crash_mole._color_group); } break; case crash_obj_type.flag: { GameObject obj_temp = Object.Instantiate<GameObject>(_source_flag_mole_obj); _Game_objs.Add(obj_temp); crash_obj_flag crash_temp = (crash_obj_flag)entry; crash_temp._flag = obj_temp.GetComponent<crash_flag>(); } break; } float x_temp = x * _grid_distance; float z_temp = z * _grid_distance; float y_temp = y * _grid_distance; entry.set_position(x_temp, y_temp, z_temp); } } } } foreach (crash_mole entry in _crash_moles_list) { entry.update_side(); } if(_creature == null) { GameObject obj_temp = Resources.Load<GameObject>("prefab/creature"); GameObject obj_creature = Object.Instantiate<GameObject>(obj_temp); _creature = obj_creature.GetComponent<creature>(); _creature.set_creature_type(creature_type.creature_2); } _camera_dir = camera_dir.front; _want_camera_dir = want_move_dir.no; _creature.gameObject.SetActive(true); _creature.set_position(22, 2, 3); _camera_dir = camera_dir.front; _want_camera_dir = want_move_dir.no; Camera.main.transform.position = get_camera_pos(_camera_dir); Camera.main.transform.eulerAngles = get_camera_rotation(_camera_dir); global_instance.Instance._ngui_edit_manager._camera_map.transform.position = get_map_camera_pos(_camera_dir); global_instance.Instance._ngui_edit_manager._camera_map.transform.eulerAngles = get_camera_rotation(_camera_dir); for (int i = 0 ;i < 4; i ++) { _dir_btn_down[i] = false; } next_update(); }