コード例 #1
0
 private void CommonInitialization(string name)
 {
     this.Name = name;
     this.ailmentController = new AilmentController(this);
     this.stats             = (PlayerStats)this.playerCreationData.stats.Clone();
     this.stats.ResetStats();
     this.SetJobAndActions(this.playerCreationData.job);
 }
コード例 #2
0
 // Use this for initialization
 private void Start()
 {
     StatusCtrl  = GetComponent <PatientStatusController>();
     TutorialUI  = FindObjectOfType <TutorialUIController>();
     ToolCtrl    = FindObjectOfType <ToolController>();
     AilmentCtrl = GetComponent <AilmentController>();
     SpaceBarImg = Instantiate(TutorialUI.HoldSpaceImg, FindObjectOfType <Canvas>().transform);
     SpaceBarImg.SetActive(false);
 }
コード例 #3
0
    // Use this for initialization
    private void Start()
    {
        AilmentController = GetComponent <AilmentController>();

        var currentCondition = AilmentController.GetCurrentCondition();

        //var canvas = GameObject.FindGameObjectWithTag("WorldUICanvas").GetComponent<Canvas>();
        //var canvas = GameObject.FindGameObjectWithTag("MainCanvas").GetComponent<Canvas>();
        Canvas      = FindObjectOfType <Canvas>();
        ConditionUI = Instantiate(PatientStatusUIPrefab, Canvas.transform).gameObject;
        ConditionUI.transform.position = Camera.main.WorldToScreenPoint(transform.position) + new Vector3(0, UIOffset);
        ConditionImg = ConditionUI.transform.GetChild(0).GetComponent <Image>();
        SetImage(currentCondition.ImageToShow);
        ConditionTimer      = ConditionUI.transform.GetChild(1).transform.GetChild(0).GetComponent <Image>();
        ConditionUIAnimator = ConditionUI.GetComponent <Animator>();

        TimeForCondition = currentCondition.TimeToHeal;
    }
コード例 #4
0
    protected override void BeginEvent()
    {
        Player            hero = GameManager.Instance.gameState.playerParty.GetHeroFighter();
        AilmentController ailmentController = hero.ailmentController;

        // 50/50 chance to gain offensive buff or defensive buff
        if (Random.value <= 0.5f)
        {
            ailmentController.AddStatusAilment(_physUp);
            ailmentController.AddStatusAilment(_specUp);
            _descriptionText.text = string.Format(eventDesc, "empowered you");
        }
        else
        {
            ailmentController.AddStatusAilment(_defUp);
            ailmentController.AddStatusAilment(_resUp);
            _descriptionText.text = string.Format(eventDesc, "bolstered your defences");
        }
    }
コード例 #5
0
    // Use this for initialization
    private void Start()
    {
        ExitPoint            = GameObject.Find("Exit");
        PatientStatus        = GetComponent <PatientStatusController>();
        StretchersController = GetComponent <StretchersController>();
        NavMeshAgent         = GetComponent <NavMeshAgent>();
        AilmentController    = GetComponent <AilmentController>();

        if (BedManager.GetAvailableBeds().Any())
        {
            var bedScript = BedManager.GetAvailableBeds()[0];
            bedScript.IsReserved = true;
            TargetBed            = bedScript.gameObject;
            NavMeshAgent.SetDestination(TargetBed.transform.position);
        }
        else if (SlotManager.AvailableSlots().Any())
        {
            //SlotManager.AvailableSlots()[0];
            var slotScript = SlotManager.AvailableSlots()[0];
            slotScript.PatientWaiting = gameObject;
            NavMeshAgent.SetDestination(slotScript.transform.position);
        }
    }