Esempio n. 1
0
    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);
    }
Esempio n. 2
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    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);
    }
Esempio n. 3
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    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);
    }
Esempio n. 4
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    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);
    }
Esempio n. 5
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    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);
    }
Esempio n. 6
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    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);
    }
Esempio n. 7
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    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);
    }