public void Init(EconomicSystemModel ecoSysModel, EcoPlayerGroupData data, GameObject ecoPlayerPrefab) { this.ecoSysModel = ecoSysModel; this.ecoPlayerPrefab = ecoPlayerPrefab; groupData = data; ecoPlayerModels = new EcoPlayerModel[groupData.playersCnt]; ecoPlayerModelsDic = new Dictionary <int, EcoPlayerModel>(); for (int i = 0; i < groupData.playersCnt; i++) { EcoPlayerData ecoPlayerData = groupData.GetPlayerDataById(groupData.startId + i); GameObject model = GameObject.Instantiate(ecoPlayerPrefab); model.name = "id " + ecoPlayerData.id + " Eco Player"; model.transform.parent = transform; model.transform.position = ecoPlayerData.localPos; model.transform.eulerAngles = Vector3.zero; EcoPlayerModel ecoModel = model.GetComponent <EcoPlayerModel>(); ecoModel.Init(ecoPlayerData); ecoPlayerModels[i] = ecoModel; ecoPlayerModelsDic[ecoPlayerData.id] = ecoModel; } playersCnt = groupData.playersCnt; groupData.onDataAwayChange += DataAwayChange; }
public EcoPlayerData(int id, EcoPlayerData clone) { this.id = id; isAway = false; isActive = true; achievability = 50.0f; roleLevel = 1; roleExp = 0; roleAbility = 1; equipmentLevel = 0; appearance = 0; targetId = 0; localPos = Vector2.zero; moveSpeed = 1.0f; tired = clone.tired; recoverTiredFac = clone.recoverTiredFac; money = clone.money; realMoney = clone.realMoney; greed = clone.greed; realGreed = clone.realGreed; vanity = clone.vanity; chanllenge = clone.chanllenge; constancy = clone.constancy; freshness = clone.freshness; }
public int AddGroupData(EcoPlayerData proto, int cnt) { int groupId = GroupIdBase + groupIdCounter * GroupIdPlus; int startId = groupId + 1; EcoPlayerGroupData group = new EcoPlayerGroupData(groupId, proto, cnt, startId); _groupsDicById[groupId] = group; groupIdCounter++; return(groupId); }
void Init() { economicSystemUI = gameObject.AddComponent <EconomicSystemUI>(); ecoSysData = new EconomicSystemData(); EcoPlayerData tempPlayer = new EcoPlayerData(-1, 10000, 10000, 50, 50, 50, 50, 50, 50, 100, 1); ecoSysData.AddGroupData(tempPlayer, 30); ecoSysData.AddPlaceData(TargetPlaceType.City); ecoSysLogic = new EconomicSystemLogic(ecoSysData); ecoSysModel = gameObject.AddComponent <EconomicSystemModel>(); ecoSysModel.Init(ecoSysData, placePrefab, groupPrefab, ecoPlayerPrefab); }
// constructor public EcoPlayerGroupData(int groupId, EcoPlayerData proto, int cnt, int startId) { this.groupId = groupId; protoGroup = new EcoPlayerData(-1, proto); playersCnt = cnt; ecoPlayers = new EcoPlayerData[cnt]; ecoPlayersDic = new Dictionary <int, EcoPlayerData>(); this.startId = startId; for (int i = 0; i < playersCnt; i++) { ecoPlayers[i] = new EcoPlayerData(startId, protoGroup); ecoPlayersDic[ecoPlayers[i].id] = ecoPlayers[i]; startId++; } }
public EcoPlayerLogic(EconomicSystemLogic ecoSysLogic, EcoPlayerGroupLogic groupLogic, EcoPlayerGroupData groupData, EcoPlayerData data) { this.ecoSysLogic = ecoSysLogic; this.groupLogic = groupLogic; this.groupData = groupData; this.data = data; targetPos = data.localPos; }
public void Init(EcoPlayerData data) { this.data = data; }