/** * <summary>Creates a new instance of the 'Player: Switch' Action, set to swap the new Player with the old</summary> * <param name = "newPlayerID">The ID number of the Player to switch to</param> * <param name = "transferInventory">If True, the previous Player's inventory will be transferred to the new one</param> * <returns>The generated Action</returns> */ public static ActionPlayerSwitch CreateNew_SwapCurentPlayer (int newPlayerID, bool transferInventory = false) { ActionPlayerSwitch newAction = (ActionPlayerSwitch) CreateInstance <ActionPlayerSwitch>(); newAction.playerID = newPlayerID; newAction.restorePreviousData = false; newAction.keepInventory = transferInventory; newAction.newPlayerPosition = NewPlayerPosition.ReplaceCurrentPlayer; newAction.oldPlayer = OldPlayer.RemoveFromScene; return newAction; }
/** * <summary>Creates a new instance of the 'Player: Switch' Action</summary> * <param name = "newPlayerID">The ID number of the Player to switch to</param> * <param name = "takeOldPlayerPosition">If True, the old Player will be removed and the new Player will be spawned in their place</param> * <param name = "transferInventory">If True, the previous Player's inventory will be transferred to the new one</param> * <returns>The generated Action</returns> */ public static ActionPlayerSwitch CreateNew(int newPlayerID, bool takeOldPlayerPosition = false, bool transferInventory = false) { ActionPlayerSwitch newAction = (ActionPlayerSwitch)CreateInstance <ActionPlayerSwitch>(); newAction.playerID = newPlayerID; newAction.keepInventory = transferInventory; newAction.takeOldPlayerPosition = takeOldPlayerPosition; return(newAction); }
/** * <summary>Creates a new instance of the 'Player: Switch' Action, set to make the old Player become an NPC</summary> * <param name = "newPlayerID">The ID number of the Player to switch to</param> * <param name = "transferInventory">If True, the previous Player's inventory will be transferred to the new one</param> * <param name = "newSceneInfo">A data container for information about the new Player's scene. If null, the new Player will replace his associated NPC in the current scene</param> * <returns>The generated Action</returns> */ public static ActionPlayerSwitch CreateNew (int newPlayerID, bool transferInventory = false, SceneInfo newSceneInfo = null) { ActionPlayerSwitch newAction = (ActionPlayerSwitch) CreateInstance <ActionPlayerSwitch>(); newAction.playerID = newPlayerID; newAction.restorePreviousData = true; newAction.keepInventory = transferInventory; newAction.newPlayerPosition = (newSceneInfo != null) ? NewPlayerPosition.AppearInOtherScene : NewPlayerPosition.ReplaceAssociatedNPC; newAction.oldPlayer = OldPlayer.ReplaceWithAssociatedNPC; if (newSceneInfo != null) { newAction.newPlayerScene = newSceneInfo.number; newAction.newPlayerSceneName = newSceneInfo.name; } return newAction; }