Esempio n. 1
0
        public void InitShop()
        {
            if (_list != null && _list.Count <= 0)
            {
                foreach (var o in _list)
                {
                    GameObject.Destroy(o);
                }
            }

            _list = new List <GameObject>();
            for (int i = 0; i < 3; ++i)
            {
                GameObject pills = GameObject.Instantiate <GameObject>(_bottle);
                pills.name  = "sleeping pills(Clone)";
                pills.tag   = "Untagged";
                pills.layer = 0;
                pills.transform.position = _pos[i];
                pills.transform.rotation = Quaternion.Euler(0.0f, 180.0f, 0.0f);
                pills.GetComponent <Rigidbody>().isKinematic = true;
                PillBehaviour comp = pills.AddComponent <PillBehaviour>();
                comp.ShopList = _list;
                _list.Add(pills);
            }
            GameObject.Destroy(_bottle);
        }
Esempio n. 2
0
        public override void OnLoad()
        {
            // Original
            AssetBundle b        = LoadAssets.LoadBundle(this, "pills.unity3d");
            GameObject  original = b.LoadAsset <GameObject>("pill_bottle.prefab");

            _bottle      = GameObject.Instantiate <GameObject>(original);
            _bottle.name = "sleeping pills";
            Material m = new Material(Shader.Find("Standard"));

            m.mainTexture = original.GetComponent <Renderer>().material.mainTexture;
            _bottle.GetComponent <Renderer>().material = m;

            GameObject.Destroy(original);
            b.Unload(false);

            // Load save
            PillSaveData data = PillSaveData.Deserialize <PillSaveData>(PillSaveData.SavePath);

            for (int i = 0; i < data.Pos.Count; ++i)
            {
                GameObject pills = GameObject.Instantiate <GameObject>(_bottle);
                pills.transform.position = data.Pos[i];
                pills.transform.rotation = data.Rot[i];
                PillBehaviour c = pills.AddComponent <PillBehaviour>();
                c.ShopList = _list;
                c.Count    = data.PillCount[i];
                c.Activate();
                c.SetBought();
            }

            // Setup
            FatigueFsm = PlayMakerGlobals.Instance.Variables.FindFsmFloat("PlayerFatigue");
            StressFsm  = PlayMakerGlobals.Instance.Variables.FindFsmFloat("PlayerStress");
            DrunkFsm   = PlayMakerGlobals.Instance.Variables.FindFsmFloat("PlayerDrunk");
            InitShop();
            ConsoleCommand.Add(new PillCommand(this));
        }