void TempOnlyTurnBackCharacter() { IC = CahsedDESTINATION.gameObject.GetComponentInParent <InteractionCentral>(); if (IC == null) { Debug.Log("NOT AN INTERACTION CENTRAL!"); } Vector3 Direction = IC.GetLookTarg().position - this.transform.position; character.JustTurn(Direction.normalized, IC.argActionString, RotationCompleted); Debug.DrawRay(new Vector3(transform.position.x, 1f, transform.position.z), new Vector3(Direction.x, 0f, Direction.z), Color.red, 0.1f); }
void PlaceSpawns_All() { int x = Width - 1; int y = 1; blueprint[x, y] = true; //reserves a path quad to access the dang spot SpawnActionObj = Instantiate(SpawnStar); SpawnAoIC = SpawnActionObj.GetComponentInParent <InteractionCentral>(); SpawnActionObj.transform.parent = Base00.transform; SpawnActionObj.transform.localPosition = new Vector3(x + 0.21f, 0, y + 0.01f); }
void PlaceDance_All() { int x = 3; int y = 1; blueprint[x, y] = true; //reserves a path quad to access the dang spot DanceActionObj = Instantiate(StarDance); DanceAoIC = DanceActionObj.GetComponentInParent <InteractionCentral>(); DanceActionObj.transform.parent = Base00.transform; DanceActionObj.transform.localPosition = new Vector3(x - 0.25f, 0, y + 0.1f); }
public void InitializeMyThings(AnimalCentralCommand argbh, HotelFloorsManager argfloors, CameraPov argCam, InteractionCentral argBellhopCocation, DeliverySessionManager argSessionMNGR, StoryTextGenerator argStoryTExtGen) { _sessionMNGR = argSessionMNGR; _sessionMNGR.Init(); _BellhopPos = argBellhopCocation; _bellHop = argbh; _floorsmngr = argfloors; _cam = argCam; _ElevatorDoors = ElevatorDoorsMasterControl.Instance; _StoryTextGen = argStoryTExtGen; _StoryTextGen.InitMyRefs(_floorsmngr); }
public void InitAllPointsAccordingToCurFloor(HotelFloor argHF, AnimalCentralCommand argBEllHop, SequenceType argSequenceType, int argWrongAnswers) { _Bellhop = argBEllHop; _Dweller = argHF.FloorDweller; _exhangeI = argHF.Greetings_HF; _danceI = argHF.Dance_HF; _spawnI = argHF.SpawnPoint_HF; _mainRoomActionI = argHF.Mainaction_HF; _outDoorsPlace = argHF.OutDoorsPoint.transform; _Bellhop.ActivateAgent(); //_Dweller.ActivateAgent(); Make_newSystem(argSequenceType, argWrongAnswers); }
void PlaceGreetings_All(int x) { if (x > Width - 2) { x = Width - 2; } if (x < 2) { x = 2; } int y = 1; blueprint[x, y] = true; //reserves a path quad to access the dang spot GreetingsActionObj = Instantiate(Greatings); GreetingsAoIC = GreetingsActionObj.GetComponentInParent <InteractionCentral>(); GreetingsActionObj.transform.parent = Base00.transform; GreetingsActionObj.transform.localPosition = new Vector3(x + 0.4f, 0, y - 0.85f); }
void PlaceActionObj_andFillRow(int x, int y, List <GameObject> AcionObjs, List <GameObject> OtherObjsOfSameType_X1, List <GameObject> OtherObjsOfSameType_X2) { //insure a 2x1 not placed out of bound if (x > Width - 2) { x = Width - 2; } if (y >= Height) { y = Height - 1; } blueprint[x, y] = true; blueprint[x + 1, y] = true; ActionObj = Instantiate(AcionObjs[Random.Range(0, AcionObjs.Count)]); AoIC = ActionObj.GetComponentInParent <InteractionCentral>(); ActionObj.transform.parent = Base00.transform; ActionObj.transform.localPosition = new Vector3(x, 0, y); FillLeftRight(x, OtherObjsOfSameType_X1, OtherObjsOfSameType_X2); }