private void Setup(HavenLocationEvent templateArg)
    {
        eventId = templateArg.eventId;

        /*potentialLocations = new List<HavenLocation>();
         * foreach (HavenLocation iterLoc in templateArg.potentialLocations)
         * {
         *  potentialLocations.Add(iterLoc);
         * }*/
        locatedSpot = templateArg.locatedSpot;

        associatedCharId = templateArg.associatedCharId;
        associatedWaifu  = templateArg.associatedWaifu;

        associatedDaysOfWeek = new List <DayOfWeek>();
        foreach (DayOfWeek iterDay in templateArg.associatedDaysOfWeek)
        {
            associatedDaysOfWeek.Add(iterDay);
        }

        requiredFlags = new List <string>();
        foreach (string iterFlag in templateArg.requiredFlags)
        {
            requiredFlags.Add(iterFlag);
        }

        requiresAssociatedWaifuSexuallyComfortable = false;

        isRepeatable      = templateArg.isRepeatable;
        focusesOnHcontent = templateArg.focusesOnHcontent;
    }
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    protected void PlayActivitesLocationDialogue(HavenLocation locationArg)
    {
        // if dialogue game coodrinator reference has NOT been setup yet
        if (_dialgGameCoord == null)
        {
            // setup vars that hold reference to component
            InitializeComponentReferences();
        }

        _dialgGameCoord.PlayHavenLocationDialogue(locationArg);
    }
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    public static Sprite LoadBundleAssetHavenLocationActivityHubDialogueBackground(
        HavenLocation locationArg, TimeSlotType timeSlotArg)
    {
        // initialize bundle properties
        string BUNDLE_NAME       = "HavenLocationActivityHubDialogueBackground";
        string ASSET_NAME_PREFIX = $"loc-{locationArg.ToString()}/bg-";

        // get start of name of asset to load
        string loadAssetName = ASSET_NAME_PREFIX + GetTimeDayIdAppend(timeSlotArg);

        // load and return asset
        return(LoadBundleAsset <Sprite>(BUNDLE_NAME, loadAssetName));
    }
    private void Setup()
    {
        eventId = "0";

        //potentialLocations = new List<HavenLocation>();
        locatedSpot = HavenLocation.None;

        associatedCharId = string.Empty;
        associatedWaifu  = WaifuCharacterType.None;

        associatedDaysOfWeek = new List <DayOfWeek>();

        requiredFlags = new List <string>();
        requiresAssociatedWaifuSexuallyComfortable = false;

        isRepeatable      = true;
        focusesOnHcontent = false;
    }
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 protected void SwitchToHavenLocationMenu(HavenLocation locationArg)
 {
     // switch to haven sub-menu associated with given location
     ((HavenMenuController)menuMaster).SwitchToHavenLocationMenu(locationArg);
 }
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 private void PlayActivitesLocationDialogue(HavenLocation locationArg)
 {
     _uiManager.DialgGameCoordr.PlayHavenLocationDialogue(locationArg);
 }
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 /// <summary>
 /// Switch to haven sub-menu associated with given location.
 /// </summary>
 /// <param name="locationArg"></param>
 public void SwitchToHavenLocationMenu(HavenLocation locationArg)
 {
     SwitchSubMenu(locationArg.ToString());
 }
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 public void ChangeBackgroundL1FromHavenLocationActivityHub(HavenLocation locationArg,
                                                            TimeSlotType timeSlotArg)
 {
     ChangeBackground(AssetRefMethods.LoadBundleAssetHavenLocationActivityHubDialogueBackground(
                          locationArg, timeSlotArg), 1);
 }
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 /// <summary>
 /// Returns whether the given location is already used by an active event.
 /// </summary>
 /// <param name="locationArg"></param>
 /// <returns></returns>
 private bool ActiveEventsUsingLocation(HavenLocation locationArg)
 {
     return(todaysEvents.Exists(iterEvent => iterEvent.locatedSpot == locationArg));
 }