public void EnterWorld(int mapID) { Ect = new EffectSystem(); Fly = new FlywordSystem(); Hud = new HUDSystem(); Act = new ActSystem(); Nts = new NodeTreeSystem(); Plt = new PlotSystem(); Cut = new VideoSystem(); WorldMap = new GameObject("FTWorldMap").AddComponent <FTWorldMap>(); WorldMap.MapLoadFinish = OnLoadMapFinished; WorldMap.EnterWorld(mapID); }
public void AddPlotTopic(string PlotID, int TD) { if (PlotTopics == null) { PS = GlobalVars.plot_system; PlotTopics = new Dictionary<PlotPointer, List<int>>(); } if (!PlotTopics.ContainsKey(PS.GetEnum(PlotID))) { Debug.Log("Topic: " +PlotID); PlotTopics[PS.GetEnum(PlotID)] = new List<int>(); } Debug.Log(TD); PlotTopics[(PS.GetEnum(PlotID))].Add(TD); //.Add(TD); }
public void EnterWorld(int mapID) { Lvl = GameObject.FindObjectOfType <LevelSystem>(); if (Lvl == null) { GameObject go = new GameObject("LevelSystem"); Lvl = go.AddComponent <LevelSystem>(); } else { Lvl.DelAllElements(); } CharacterManager.Instance.SetRoot(Lvl.transform); Ect = new EffectSystem(); Fly = new FlywordSystem(); Hud = new HUDSystem(); Act = new ActSystem(); Nts = new NodeTreeSystem(); Plt = new PlotSystem(); Cut = new VideoSystem(); Lvl.Id = mapID; Lvl.Startup(); }
void Start() { inv = GlobalVars.inventory; db = GlobalVars.database; im = GlobalVars.interact_mode; ps = GlobalVars.plot_system; BoxWidth = Screen.width / 18; Box = new Rect(Screen.width - BoxWidth * 2, Screen.height - BoxWidth * 2, BoxWidth, BoxWidth); int IconWidth = Screen.width / 22; int dif = (BoxWidth - IconWidth) / 2; Icon = new Rect(Box.x + dif, Box.y + dif, IconWidth, IconWidth); Icon50 = new Rect(0, 0, 60, 60); // Create a default rectangle of 50x50 pixels, simply specify later where to locate it Icon45 = new Rect(0, 0, 45, 30); //Create a default rectangle of 45x30 pixels IconInventoryScalable = new Rect(0, 0, (Screen.width / 14), (Screen.width / 14)); //create an inventory box of scalable size depending on resolution LabelInventoryScalable = new Rect(0, 0, Screen.width / 14, Screen.width / 48); //create an inventory label of scalable size depending on resolution MenuButton = new Rect(0, 0, 200, 50); //Create a default menu button size InventoryBackground = new Rect(Screen.width / 10, Screen.height / 10, Screen.width - (Screen.width / 10)*2, Screen.height - (Screen.height / 10)*2); BookBackground = new Rect(Screen.width / 10, Screen.height / 10, Screen.width - ((Screen.width / 10) * 2), Screen.height - ((Screen.height / 10) * 2)); BookTexture = (Texture2D)Resources.Load("textures/GUI/icons/open_bookfin2"); Book.stretchHeight = true; Book.stretchWidth = true; Inventoryicon = (Texture2D)Resources.Load ("textures/GUI/icons/inventory"); ps.ChangePlotStatus(PlotPointer.FirstFreeRoam); }
public void Start() { dui = GlobalVars.dialogue_ui; inv = GlobalVars.inventory; db = GlobalVars.database; im = GlobalVars.interact_mode; ps = GlobalVars.plot_system; fui = gameObject.GetComponent<FailUI>(); }