Esempio n. 1
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 /// <summary>
 /// Constructor.
 /// </summary>
 /// <param name="field">The conditional int field to construct.</param>
 public ConditionIntField(ConditionIntField field)
 {
     name             = field.name;
     value            = field.value;
     objectType       = field.objectType;
     objectID         = field.objectID;
     objectName       = field.objectName;
     heroGUID         = field.heroGUID;
     propertyID       = field.propertyID;
     targetHeroObject = field.targetHeroObject;
     fieldType        = field.fieldType;
     fieldID          = field.fieldID;
     fieldValue       = field.fieldValue;
     heroObject       = field.heroObject;
 }
Esempio n. 2
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        /// <summary>
        /// Add hero object to hero kit object.
        /// </summary>
        /// <param name="targetObject">The hero kit object.</param>
        /// <param name="saveData">The save data for the hero kit object.</param>
        private static void AddHeroObject(HeroKitObject targetObject, HeroSaveData saveData)
        {
            // alert: if there are two objects with same name, wrong data could be loaded
            HeroObject[] heroObjects = Resources.LoadAll <HeroObject>("");
            HeroObject   heroObject  = null;

            for (int i = 0; i < heroObjects.Length; i++)
            {
                if (heroObjects[i].name == saveData.heroName)
                {
                    heroObject = heroObjects[i];
                }
            }

            if (targetObject.heroObject != heroObject)
            {
                targetObject.ChangeHeroObject(heroObject);
            }
        }
Esempio n. 3
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        /// <summary>
        /// Spawn a hero kit object or prefab from a pool.
        /// </summary>
        /// <param name="poolName">The name of the pool.</param>
        /// <param name="position">The position in the scene to spawn the object.</param>
        /// <param name="rotation">The rotation of the object.</param>
        /// <param name="useHKO">Are you spawning a hero kit object?</param>
        /// <param name="heroObject">The type of hero kit object to spawn.</param>
        /// <returns>The hero kit object (if you are spawning a hero kit object). Otherwise, this is always null.</returns>
        public static HeroKitObject SpawnFromPool(string poolName, Vector3 position, Quaternion rotation, bool useHKO = false, HeroObject heroObject = null)
        {
            // increase pool size if it's too small
            bool          growPool = false;
            HeroKitObject newHKO   = null;

            List <GameObject> poolObjects = GetPool(poolName);

            if (poolObjects != null)
            {
                for (int i = 0; i < poolObjects.Count; i++)
                {
                    if (!poolObjects[i].activeInHierarchy)
                    {
                        if (useHKO)
                        {
                            newHKO            = poolObjects[i].GetComponent <HeroKitObject>();
                            newHKO.heroObject = heroObject;
                            if (heroObject != null)
                            {
                                poolObjects[i].name = heroObject.name;
                            }
                        }

                        poolObjects[i].transform.position = position;
                        poolObjects[i].transform.rotation = rotation;
                        poolObjects[i].SetActive(true);

                        // if this was the last active item in the list, grow the pool
                        if (i == poolObjects.Count - 1)
                        {
                            growPool = true;
                        }

                        break;
                    }
                }

                // double the size of the pool
                if (growPool)
                {
                    int itemsToAdd = poolObjects.Count;

                    for (int i = 0; i < itemsToAdd; i++)
                    {
                        GameObject gameObject = UnityEngine.Object.Instantiate(poolObjects[itemsToAdd - 1], poolObjects[itemsToAdd - 1].transform.parent);
                        gameObject.SetActive(false);
                        poolObjects.Add(gameObject);

                        if (useHKO)
                        {
                            HeroKitObject heroKitObject = gameObject.GetComponent <HeroKitObject>();
                            if (heroKitObject != null)
                            {
                                heroKitObject.heroGUID = HeroKitCommonRuntime.GetHeroGUID();
                            }
                        }
                    }
                }
            }

            return(newHKO);
        }
Esempio n. 4
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        /// <summary>
        /// Spawn a hero kit object.
        /// </summary>
        /// <param name="usePool">Spawn the hero kit object from a pool?</param>
        /// <param name="poolName">The pool name.</param>
        /// <param name="position">The position in the scene to spawn the hero kit object.</param>
        /// <param name="rotation">The rotation of the hero kit object.</param>
        /// <param name="heroObject">The type of hero kit object to spawn.</param>
        /// <param name="showLog">Enable debugging for the hero kit object?</param>
        /// <param name="dontSave">Don't allow hero kit object to be saved?</param>
        /// <returns>The hero kit object.</returns>
        public static HeroKitObject SpawnHeroKitObject(bool usePool, string poolName, Vector3 position, Quaternion rotation, HeroObject heroObject, bool showLog, bool dontSave)
        {
            HeroKitObject newHKO;

            // spawn directly in scene
            if (usePool)
            {
                newHKO = SpawnFromPool(poolName, position, rotation, true, heroObject);
            }
            else
            {
                GameObject template   = Resources.Load <GameObject>("Hero Templates/Components/HeroKit Default Object");
                GameObject gameObject = UnityEngine.Object.Instantiate(template, position, rotation);
                gameObject.name = heroObject.name;
                newHKO          = gameObject.GetComponent <HeroKitObject>();
                newHKO.heroGUID = HeroKitCommonRuntime.GetHeroGUID();
            }

            newHKO.ChangeHeroObject(heroObject);

            // debug object?
            newHKO.debugHeroObject = showLog;

            // ignore object during save?
            newHKO.doNotSave = dontSave;

            return(newHKO);
        }