// Create the initial NPC public void init(Building h, Building w) { // Decide where the npc works and lives home = h; work = w; home.owners.Add(this); work.owners.Add(this); // Create a random sprite and initialize it sprite = GetComponent <npcSprite>(); sprite.init(); fillInventoy(); // Create a random state and personality for the npc initState(); initPersonality(); sprite.placeAt(new Vector3(tileX, tileY, 0)); sprite.undraw(); // How fast the NPC moves if (personality == Personality.lazy) { movementSpeed = Random.Range(1.0f, 1.5f); } else { movementSpeed = Random.Range(0.5f, 1.0f); } }
// Writes the given text strings to the screen public void WriteAll(List <string> t, npcSprite npc) { if (Time.time - timeLoc < textSpeed) { queue.Add(new Message(t, npc)); return; } if (sprite != null) { sprite.undrawZoom(); } if (npc == null) { sprite = null; } else { sprite = npc; sprite.drawZoom(); } mesh.text = ""; text = t; textScroll = 0; timeLoc = Time.time; // Write out all of the text for (int i = 0; i < t.Count; i++) { mesh.text += t[i] + "\n"; } }
// Writes the given text to the screen public void Write(string t, npcSprite npc) { if (Time.time - timeLoc < textSpeed) { queue.Add(new Message(t, npc)); return; } if (sprite != null) { sprite.undrawZoom(); } if (npc == null) { sprite = null; } else { sprite = npc; sprite.drawZoom(); } text.Clear(); text.Add(t); textScroll = 0; timeLoc = Time.time; mesh.text = t; }
// Create the initial NPC public void init(Building h, Building w, int ID) { // Decide where the npc works and lives home = h; work = w; homeTile = home.loc; workTile = work.loc; this.ID = ID; home.owners.Add(this); work.owners.Add(this); // Create a random sprite and initialize it sprite = GetComponent <npcSprite>(); sprite.init(); sprite.textbox = textbox; // Create a random state and personality for the npc initState(); initPersonality(); // We're done with the sprite for now sprite.placeAt(new Vector3(tileX, tileY, 0)); sprite.undraw(); // How fast the NPC moves initially if (personality == "lazy") { movementSpeed = Random.Range(1.5f, 2.0f); } else { movementSpeed = Random.Range(0.5f, 1.0f); } }
public Message(List<string> t, npcSprite s) { text = t; sprite = s; }
public Message(string t, npcSprite s) { text = new List<string>(); text.Add(t); sprite = s; }
// Writes the given text strings to the screen public void WriteAll(List<string> t, npcSprite npc = null, bool doNow = true) { if (npc != null && !doNow && Time.time - timeLoc < textSpeed) { queue.Add(new Message(t, npc)); return; } if (sprite != null) sprite.undrawZoom(); if (npc == null) sprite = null; else { sprite = npc; sprite.drawZoom(); } mesh.text = ""; text = t; textScroll = 0; timeLoc = Time.time; // Write out all of the text for (int i = 0; i < t.Count; i++) mesh.text += t[i] + "\n"; }
// Writes the given text to the screen public void Write(string t, npcSprite npc = null, bool doNow = true) { if (npc != null && !doNow && Time.time - timeLoc < textSpeed) { queue.Add(new Message(t, npc)); return; } if (sprite != null) sprite.undrawZoom(); if (npc == null) sprite = null; else { sprite = npc; sprite.drawZoom(); } text.Clear(); text.Add(t); textScroll = 0; timeLoc = Time.time; mesh.text = t; }
public Message(List <string> t, npcSprite s) { text = t; sprite = s; }
public Message(string t, npcSprite s) { text = new List <string>(); text.Add(t); sprite = s; }