void Start() { jobGameObjectMap = new Dictionary <Job, GameObject>(); furniture = GameObject.FindObjectOfType <FurnitureSpriteController>(); WorldController.instance.world.jobsQueue.RegisterJobCreatedCallback(OnJobCreated); }
void Start() { //create gameobject so we can have access to a tranform thats position is Vector3.zero GameObject goMat = new GameObject("VisualPath", typeof(VisualPath)); GameObject go; tileSpriteController = new TileSpriteController(world); tileSpriteController.Render(); characterSpriteController = new CharacterSpriteController(world); furnitureSpriteController = new FurnitureSpriteController(world); jobSpriteController = new JobSpriteController(world, furnitureSpriteController); inventorySpriteController = new InventorySpriteController(world, inventoryUI); buildModeController = new BuildModeController(); if (Settings.getSettingAsBool("DevTools_enabled", false)) { spawnInventoryController = new SpawnInventoryController(); } mouseController = new MouseController(buildModeController, furnitureSpriteController, circleCursorPrefab); keyboardController = new KeyboardController(buildModeController, Instance); questController = new QuestController(); cameraController = new CameraController(); //Initialising controllers GameObject Controllers = GameObject.Find("Controllers"); Instantiate(Resources.Load("UIController"), Controllers.transform); GameObject Canvas = GameObject.Find("Canvas"); go = Instantiate(Resources.Load("UI/ContextMenu"), Canvas.transform.position, Canvas.transform.rotation, Canvas.transform) as GameObject; go.name = "ContextMenu"; }
// Use this for initialization void Start() { bmc = GameObject.FindObjectOfType <BuildModeController>(); fsc = GameObject.FindObjectOfType <FurnitureSpriteController>(); dragPreviewGameObjects = new List <GameObject>(); }
// Use this for initialization void Start() { jobGameObjectMap = new Dictionary <Job, GameObject>(); fsc = GameObject.FindObjectOfType <FurnitureSpriteController>(); WorldController.Instance.world.jobQueue.cbJobCreated += OnJobCreated; }
public void Start() { // Create gameobject so we can have access to a tranform thats position is "Vector3.zero". GameObject mat = new GameObject("VisualPath", typeof(VisualPath)); GameObject go; tileSpriteController = new TileSpriteController(World); tileSpriteController.Render(); characterSpriteController = new CharacterSpriteController(World); furnitureSpriteController = new FurnitureSpriteController(World); jobSpriteController = new JobSpriteController(World, furnitureSpriteController); inventorySpriteController = new InventorySpriteController(World, inventoryUI); buildModeController = new BuildModeController(); spawnInventoryController = new SpawnInventoryController(); mouseController = new MouseController(buildModeController, furnitureSpriteController, circleCursorPrefab); keyboardController = new KeyboardController(buildModeController, Instance); questController = new QuestController(); cameraController = new CameraController(); // Hiding Dev Mode spawn inventory controller if devmode is off. spawnInventoryController.SetUIVisibility(Settings.GetSettingAsBool("DialogBoxSettings_developerModeToggle", false)); // Initialising controllers. GameObject controllers = GameObject.Find("Controllers"); Instantiate(Resources.Load("UIController"), controllers.transform); GameObject canvas = GameObject.Find("Canvas"); go = Instantiate(Resources.Load("UI/ContextMenu"), canvas.transform.position, canvas.transform.rotation, canvas.transform) as GameObject; go.name = "ContextMenu"; }
// Use this for initialization void Start() { fsc = GameObject.FindObjectOfType <FurnitureSpriteController>(); jobGameObjectMap = new Dictionary <Job, GameObject>(); //FIXME: No such thing as a job queue yet! WorldController.Instance.world.jobQueue.RegisterJobCreationCallback(OnJobCreated); }
// Use this for initialization void Start() { fsc = GameObject.FindObjectOfType <FurnitureSpriteController>(); jobGOMap = new Dictionary <Job, GameObject>(); // TODO no job queue yet WorldController.Instance.World.JobQueue.RegisterJobCreationCallback(OnJobCreated); }
void Start() { GameObject go; tileSpriteController = new TileSpriteController(world); tileSpriteController.Render(); characterSpriteController = new CharacterSpriteController(world); furnitureSpriteController = new FurnitureSpriteController(world); jobSpriteController = new JobSpriteController(world, furnitureSpriteController); inventorySpriteController = new InventorySpriteController(world, inventoryUI); buildModeController = new BuildModeController(); if (Settings.getSettingAsBool("DevTools_enabled", false)) { spawnInventoryController = new SpawnInventoryController(); } mouseController = new MouseController(buildModeController, furnitureSpriteController, circleCursorPrefab); keyboardController = new KeyboardController(buildModeController, Instance); //Initialising controllers GameObject Controllers = GameObject.Find("Controllers"); Instantiate(Resources.Load("UIController"), Controllers.transform); GameObject Canvas = GameObject.Find("Canvas"); go = Instantiate(Resources.Load("UI/ContextMenu"), Canvas.transform.position, Canvas.transform.rotation, Canvas.transform) as GameObject; go.name = "ContextMenu"; }
// Start is called before the first frame update void Start() { jobGameObjectMap = new Dictionary <Job, GameObject>(); furnitureSpriteController = GameObject.FindObjectOfType <FurnitureSpriteController>(); //Todo Fixme there is no job queue yet WorldController.Instance.World.jobQueue.RegisterJobCreationCallback(OnJobCreated); }
void Start() { jobGameObjectMap = new Dictionary <Job, GameObject> (); fsc = GameObject.FindObjectOfType <FurnitureSpriteController> (); WorldController.Instance.world.jobQueue.registerJobCreationCallback(onJobCreated); }
void Start() { jobGameObjectMap = new Dictionary <Job, GameObject> (); fsc = GameObject.FindObjectOfType <FurnitureSpriteController> (); //FIXME no such object yet. WorldController.Instance.world.jobQueue.RegisterJobCreatedCallback(OnJobCreated); }
// Use this for initialization public JobSpriteController(World currentWorld, FurnitureSpriteController furnitureSpriteController) { world = currentWorld; jobGameObjectMap = new Dictionary <Job, GameObject>(); fsc = furnitureSpriteController; world.jobQueue.cbJobCreated += OnJobCreated; jobParent = new GameObject("Jobs"); }
// Start is called before the first frame update void Start() { fsc = GameObject.FindObjectOfType <FurnitureSpriteController>(); mouseController = GameObject.FindObjectOfType <MouseController>(); furniturePreview = new GameObject(); furniturePreview.transform.SetParent(this.transform); furniturePreview.AddComponent <SpriteRenderer>(); furniturePreview.SetActive(false); }
// Use this for initialization. public MouseController(BuildModeController buildModeController, FurnitureSpriteController furnitureSpriteController, GameObject cursorObject) { bmc = buildModeController; bmc.SetMouseController(this); circleCursorPrefab = cursorObject; fsc = furnitureSpriteController; contextMenu = GameObject.FindObjectOfType <ContextMenu>(); dragPreviewGameObjects = new List <GameObject>(); cursorParent = new GameObject("Cursor"); mouseCursor = new MouseCursor(this, bmc); furnitureParent = new GameObject("Furniture Preview Sprites"); }
public void Start() { // Create GameObject so we can have access to a transform which has a position of "Vector3.zero". new GameObject("VisualPath", typeof(VisualPath)); GameObject go; tileSpriteController = new TileSpriteController(World); characterSpriteController = new CharacterSpriteController(World); furnitureSpriteController = new FurnitureSpriteController(World); utilitySpriteController = new UtilitySpriteController(World); jobSpriteController = new JobSpriteController(World, furnitureSpriteController, utilitySpriteController); inventorySpriteController = new InventorySpriteController(World, inventoryUI); shipSpriteController = new ShipSpriteController(World); buildModeController = new BuildModeController(); spawnInventoryController = new SpawnInventoryController(); mouseController = new MouseController(buildModeController, furnitureSpriteController, utilitySpriteController, circleCursorPrefab); questController = new QuestController(); cameraController = new CameraController(); TradeController = new TradeController(); autosaveManager = new AutosaveManager(); dialogBoxManager = GameObject.Find("Dialog Boxes").GetComponent <DialogBoxManager>(); // Register inputs actions KeyboardManager.Instance.RegisterInputAction("DevMode", KeyboardMappedInputType.KeyDown, ChangeDevMode); // Hiding Dev Mode spawn inventory controller if devmode is off. spawnInventoryController.SetUIVisibility(Settings.GetSetting("DialogBoxSettingsDevConsole_developerModeToggle", false)); cameraController.Initialize(); cameraController.Moved += this.World.OnCameraMoved; // Initialising controllers. GameObject canvas = GameObject.Find("Canvas"); go = Instantiate(Resources.Load("UI/ContextMenu"), canvas.transform.position, canvas.transform.rotation, canvas.transform) as GameObject; go.name = "ContextMenu"; GameController.Instance.IsModal = false; GameObject devConsole = (GameObject)Instantiate(Resources.Load("UI/Console/DevConsole")); // This is just to make sure it isn't null (the static thing shouldn't destroy this copy but in some edge cases it might decide to). if (devConsole != null) { devConsole.name = "DevConsole-Spawned"; devConsole.transform.SetParent(canvas.transform, false); devConsole.transform.SetAsLastSibling(); devConsole.SetActive(true); DeveloperConsole.DevConsole.Close(); } }
// Start is called before the first frame update void Start() { //Cashe bulid mode controller buildModeController = GameObject.FindObjectOfType <BuildModeController>(); furnitureSpriteController = GameObject.FindObjectOfType <FurnitureSpriteController>(); //Get Starting location for camera y = Camera.main.transform.position.y; x = Camera.main.transform.position.x; //Initialize game object List dragPreviewGameObjects = new List <GameObject>(); }
// Use this for initialization. public MouseController(BuildModeController buildModeController, FurnitureSpriteController furnitureSpriteController, UtilitySpriteController utilitySpriteController, GameObject cursorObject) { bmc = buildModeController; bmc.SetMouseController(this); circleCursorPrefab = cursorObject; fsc = furnitureSpriteController; usc = utilitySpriteController; contextMenu = GameObject.FindObjectOfType <ContextMenu>(); dragPreviewGameObjects = new List <GameObject>(); cursorParent = new GameObject("Cursor"); mouseCursor = new MouseCursor(this, bmc); furnitureParent = new GameObject("Furniture Preview Sprites"); TimeManager.Instance.EveryFrameNotModal += (time) => Update(); }
// Use this for initialization public JobSpriteController(World world, FurnitureSpriteController furnitureSpriteController, UtilitySpriteController utilitySpriteController) : base(world, "Jobs") { fsc = furnitureSpriteController; usc = utilitySpriteController; world.jobQueue.OnJobCreated += OnCreated; foreach (Job job in world.jobQueue.PeekAllJobs()) { OnCreated(job); } foreach (Character character in world.CharacterManager) { if (character.MyJob != null) { OnCreated(character.MyJob); } } }
void Start() { tileSpriteController = new TileSpriteController(world); tileSpriteController.Render(); characterSpriteController = new CharacterSpriteController(world); furnitureSpriteController = new FurnitureSpriteController(world); jobSpriteController = new JobSpriteController(world, furnitureSpriteController); inventorySpriteController = new InventorySpriteController(world, inventoryUI); buildModeController = new BuildModeController(); if (Settings.getSettingAsBool("DevTools_enabled", false)) { spawnInventoryController = new SpawnInventoryController(); } mouseController = new MouseController(buildModeController, furnitureSpriteController, circleCursorPrefab); //Initialising controllers GameObject Controllers = GameObject.Find("Controllers"); Instantiate(Resources.Load("UIController"), Controllers.transform); }
public void Start() { // Create GameObject so we can have access to a transform which has a position of "Vector3.zero". new GameObject("VisualPath", typeof(VisualPath)); GameObject go; tileSpriteController = new TileSpriteController(World); characterSpriteController = new CharacterSpriteController(World); furnitureSpriteController = new FurnitureSpriteController(World); utilitySpriteController = new UtilitySpriteController(World); jobSpriteController = new JobSpriteController(World, furnitureSpriteController, utilitySpriteController); inventorySpriteController = new InventorySpriteController(World, inventoryUI); shipSpriteController = new ShipSpriteController(World); buildModeController = new BuildModeController(); spawnInventoryController = new SpawnInventoryController(); mouseController = new MouseController(buildModeController, furnitureSpriteController, utilitySpriteController, circleCursorPrefab); questController = new QuestController(); cameraController = new CameraController(); TradeController = new TradeController(); autosaveManager = new AutosaveManager(); dialogBoxManager = GameObject.Find("Dialog Boxes").GetComponent <DialogBoxManager>(); // Register inputs actions KeyboardManager.Instance.RegisterInputAction("DevMode", KeyboardMappedInputType.KeyDown, ChangeDevMode); // Hiding Dev Mode spawn inventory controller if devmode is off. spawnInventoryController.SetUIVisibility(Settings.GetSetting("DialogBoxSettings_developerModeToggle", false)); cameraController.Initialize(); cameraController.Moved += this.World.OnCameraMoved; // Initialising controllers. GameObject canvas = GameObject.Find("Canvas"); go = Instantiate(Resources.Load("UI/ContextMenu"), canvas.transform.position, canvas.transform.rotation, canvas.transform) as GameObject; go.name = "ContextMenu"; GameController.Instance.IsModal = false; }
// Use this for initialization public JobSpriteController(World world, FurnitureSpriteController furnitureSpriteController) : base(world, "Jobs") { fsc = furnitureSpriteController; world.jobQueue.OnJobCreated += OnCreated; foreach (Job job in world.jobQueue.PeekJobs()) { OnCreated(job); } foreach (Job job in world.jobWaitingQueue.PeekJobs()) { OnCreated(job); } foreach (Character character in world.characters) { if (character.MyJob != null) { OnCreated(character.MyJob); } } }
public void Start() { // Create GameObject so we can have access to a transform which has a position of "Vector3.zero". new GameObject("VisualPath", typeof(VisualPath)); GameObject go; tileSpriteController = new TileSpriteController(World); characterSpriteController = new CharacterSpriteController(World); furnitureSpriteController = new FurnitureSpriteController(World); jobSpriteController = new JobSpriteController(World, furnitureSpriteController); inventorySpriteController = new InventorySpriteController(World, inventoryUI); buildModeController = new BuildModeController(); spawnInventoryController = new SpawnInventoryController(); mouseController = new MouseController(buildModeController, furnitureSpriteController, circleCursorPrefab); keyboardManager = KeyboardManager.Instance; questController = new QuestController(); cameraController = new CameraController(); TradeController = new TradeController(); timeManager = new TimeManager(); autosaveManager = new AutosaveManager(); keyboardManager.RegisterInputAction("Pause", KeyboardMappedInputType.KeyUp, () => { IsPaused = !IsPaused; }); // Hiding Dev Mode spawn inventory controller if devmode is off. spawnInventoryController.SetUIVisibility(Settings.GetSetting("DialogBoxSettings_developerModeToggle", false)); // Initialising controllers. GameObject controllers = GameObject.Find("Controllers"); Instantiate(Resources.Load("UIController"), controllers.transform); GameObject canvas = GameObject.Find("Canvas"); go = Instantiate(Resources.Load("UI/ContextMenu"), canvas.transform.position, canvas.transform.rotation, canvas.transform) as GameObject; go.name = "ContextMenu"; }
public void Start() { // Create GameObject so we can have access to a transform which has a position of "Vector3.zero". new GameObject("VisualPath", typeof(VisualPath)); GameObject go; tileSpriteController = new TileSpriteController(World); characterSpriteController = new CharacterSpriteController(World); furnitureSpriteController = new FurnitureSpriteController(World); utilitySpriteController = new UtilitySpriteController(World); jobSpriteController = new JobSpriteController(World, furnitureSpriteController, utilitySpriteController); inventorySpriteController = new InventorySpriteController(World, inventoryUI); shipSpriteController = new ShipSpriteController(World); buildModeController = new BuildModeController(); spawnInventoryController = new SpawnInventoryController(); mouseController = new MouseController(buildModeController, furnitureSpriteController, utilitySpriteController, circleCursorPrefab); questController = new QuestController(); cameraController = new CameraController(); TradeController = new TradeController(); autosaveManager = new AutosaveManager(); // Register inputs actions KeyboardManager.Instance.RegisterInputAction("DevMode", KeyboardMappedInputType.KeyDown, ChangeDevMode); // Hiding Dev Mode spawn inventory controller if devmode is off. spawnInventoryController.SetUIVisibility(Settings.GetSetting("DialogBoxSettingsDevConsole_developerModeToggle", false)); cameraController.Initialize(); cameraController.Moved += this.World.OnCameraMoved; // Initialising controllers. GameObject canvas = GameObject.Find("Canvas"); go = Instantiate(Resources.Load("UI/ContextMenu"), canvas.transform.position, canvas.transform.rotation, canvas.transform) as GameObject; go.name = "ContextMenu"; GameController.Instance.IsModal = false; // Settings UI is a 'dialog box' (kinda), so it comes here. // Where as DevConsole is a constant menu item (it can appear 'anywhere' so it appears after) GameObject settingsMenu = (GameObject)Instantiate(Resources.Load("UI/SettingsMenu/SettingsMenu")); if (settingsMenu != null) { settingsMenu.name = "Settings Menu"; settingsMenu.transform.SetParent(canvas.transform, false); settingsMenu.SetActive(true); } // This will place it after context menu (and the inventory menu) and settings menu dialogBoxManager = GameObject.Find("Dialog Boxes").GetComponent <DialogBoxManager>(); dialogBoxManager.transform.SetAsLastSibling(); GameObject devConsole = (GameObject)Instantiate(Resources.Load("UI/Console/DevConsole")); if (devConsole != null) { devConsole.name = "DevConsole-Spawned"; devConsole.transform.SetParent(canvas.transform, false); devConsole.transform.SetAsLastSibling(); devConsole.SetActive(true); DeveloperConsole.DevConsole.Close(); } }
void Start() { dragCursors = new List <GameObject> (); buildModeController = GameObject.FindObjectOfType <BuildModeController> (); furnitureSpriteController = GameObject.FindObjectOfType <FurnitureSpriteController> (); }
public void Start() { // Create GameObject so we can have access to a transform which has a position of "Vector3.zero". GameObject go; TileSpriteController = new TileSpriteController(World); CharacterSpriteController = new CharacterSpriteController(World); FurnitureSpriteController = new FurnitureSpriteController(World); UtilitySpriteController = new UtilitySpriteController(World); JobSpriteController = new JobSpriteController(World, FurnitureSpriteController, UtilitySpriteController); InventorySpriteController = new InventorySpriteController(World, inventoryUI); ShipSpriteController = new ShipSpriteController(World); BuildModeController = new BuildModeController(); SpawnInventoryController = new SpawnInventoryController(); MouseController = new MouseController(); QuestController = new QuestController(); CameraController = new CameraController(); TradeController = new TradeController(); AutosaveManager = new AutosaveManager(); MouseController.RegisterModeHandler(MouseMode.BUILD, BuildModeController); MouseController.RegisterModeHandler(MouseMode.INVENTORY, SpawnInventoryController); // Register inputs actions KeyboardManager.Instance.RegisterInputAction("DevMode", KeyboardMappedInputType.KeyDown, ChangeDevMode); // Hiding Dev Mode spawn inventory controller if devmode is off. SpawnInventoryController.SetUIVisibility(SettingsKeyHolder.DeveloperMode); CameraController.Initialize(); // Initialising controllers. GameObject canvas = GameObject.Find("Canvas"); go = Instantiate(Resources.Load("UI/ContextMenu"), canvas.transform.position, canvas.transform.rotation, canvas.transform) as GameObject; go.name = "ContextMenu"; GameObject timeScale = Instantiate(Resources.Load("UI/TimeScale"), GameObject.Find("TopRight").transform, false) as GameObject; timeScale.name = "TimeScale"; GameObject dateTimeDisplay = Instantiate(Resources.Load("UI/DateTimeDisplay"), canvas.transform, false) as GameObject; dateTimeDisplay.name = "DateTimeDisplay"; GameController.Instance.IsModal = false; // Settings UI is a 'dialog box' (kinda), so it comes here. // Where as DevConsole is a constant menu item (it can appear 'anywhere' so it appears after) GameObject settingsMenu = (GameObject)Instantiate(Resources.Load("UI/SettingsMenu/SettingsMenu")); if (settingsMenu != null) { settingsMenu.name = "Settings Menu"; settingsMenu.transform.SetParent(canvas.transform, false); settingsMenu.SetActive(true); } // This will place it after context menu (and the inventory menu) and settings menu DialogBoxManager = GameObject.Find("Dialog Boxes").GetComponent <DialogBoxManager>(); DialogBoxManager.transform.SetAsLastSibling(); GameObject devConsole = (GameObject)Instantiate(Resources.Load("UI/Console/DevConsole")); if (devConsole != null) { devConsole.name = "DevConsole-Spawned"; devConsole.transform.SetParent(canvas.transform, false); devConsole.transform.SetAsLastSibling(); devConsole.SetActive(true); DeveloperConsole.DevConsole.Close(); } }
// Start is called before the first frame update void Start() { Instance = this; }