///<summary> ///Create anew character ///</summary> ///<param name="name">Character's name.</param> public Character(string name, bool enableOnStart = true) { CharacterManagement cm = CharacterManagement.Instance; GameObject prefab = (GameObject)Resources.Load($"Characters/Character[{name}]"); //get character prefab GameObject ob = GameObject.Instantiate(prefab, cm.CharacterPanel); //instantiate character under character panel root = ob.GetComponent <RectTransform>(); CharacterName = name; //get all the renderers renderers.renderer = ob.GetComponentInChildren <RawImage>(); if (IsMultiLayerCharacter) { renderers.bodyRenderer = ob.transform.Find("Body").GetComponent <Image>(); renderers.expressionRenderer = ob.transform.Find("Expression").GetComponent <Image>(); } dialogue = DialogueSystem.Instance; Enabled = enableOnStart; }
//Stop transition public Character(string _name, bool enableOnStart = true) { CharacterManagement cm = CharacterManagement.instance; GameObject prefab = Resources.Load <GameObject>("Characters/Character[" + _name + "]"); GameObject ob = GameObject.Instantiate(prefab, cm.characterPanel); root = ob.GetComponent <RectTransform>(); characterName = _name; renderers.renderer = ob.GetComponentInChildren <RawImage>(); if (isMultiLayerCharacter) { renderers.bodyRenderer = ob.transform.Find("BodyLayer").GetComponentInChildren <Image>(); renderers.expressionRenderer = ob.transform.Find("ExpressionLayer").GetComponentInChildren <Image>(); renderers.allBodyRenderers.Add(renderers.bodyRenderer); renderers.allBodyRenderers.Add(renderers.expressionRenderer); } dialogue = DialogueSystem.instance; enabled = enableOnStart; }
private int SaveCharacter(Character character) { var result = 0; var management = new CharacterManagement(); var database = new DBGameDatabase(); var dbError = database.Open(); if (dbError.Number > 0) { Global.WriteLog(LogType.System, $"Failed to save Character Id: {character.CharacterId}", LogColor.Red); Global.WriteLog(LogType.System, $"Error Number: {dbError.Number}", LogColor.Red); Global.WriteLog(LogType.System, $"Error Message: {dbError.Message}", LogColor.Red); } else { management.SaveCharacter(ref database, character); database.Close(); result = 1; } return(result); }
void Awake() { instance = this; }
void Start() { m_referenceToCharacterMovement = GetComponent<CharacterManagement>(); m_refToCollisionWithDeathZones = GetComponent<CollisionWithDeathZones>(); }
private void Awake() { Instance = this; }