Esempio n. 1
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 /// <summary>
 /// Method called to fire the Event. Will trigger all methods subscribed to the specified Event_Trigger.
 /// </summary>
 /// <param name="evnt">The Event_Trigger whose methods you want to trigger</param>
 /// <param name="act">The Character_Action being performed to trigger the event. Used to parse the string value.</param>
 /// <param name="value">A string containing the value of the given Action. May contain Acceptable_Shortcuts</param>
 /// <param name="target">The target of the Character_Action</param>
 public static void Broadcast(Event_Trigger evnt, Character_Action act, string value, GameObject target)
 {
     if (events[evnt] != null)
     {
         events[evnt](act, value, target);
     }
 }
Esempio n. 2
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 /// <summary>
 /// Used for initialization.
 /// Finds the Canvas to draw the UI text on.
 /// Finds the Main Camera.
 /// Sets up the Character_Action Menu
 /// Loads the first Scenario.
 /// </summary>
 void Start()
 {
     controlls       = createControlls();
     canvas          = GameObject.Find("Canvas");
     popup           = Resources.Load <FloatingText>("Prefabs/Scenario Prefabs/Object Prefabs/PopupTextParent");
     main_camera     = GameObject.FindGameObjectWithTag("MainCamera");
     all_actions     = Character_Action.Load_Actions();
     all_weapons     = Weapon.Load_Weapons();
     all_armors      = Armor.Load_Armors();
     curr_scenario   = new Scenario(STARTING_SCENARIO);
     avail_scenarios = new ArrayList();
     avail_scenarios.Add(curr_scenario);
     curr_scenario.Load_Scenario();
     action_menu.GetComponent <Action_Menu_Script>().Initialize();
     action_menu.GetComponent <Action_Menu_Script>().resetActions();
     //MarkReachable ();
 }