public void OutCitizenCreate(Citizen citizen, Building building) { Citizen_Type type = citizen.citizen_Type; string citizenPath = "InGame/Citizen/"; switch (type) { case Citizen_Type.Normal: citizenPath += "Normal_Citizen"; break; case Citizen_Type.Young: citizenPath += "Young_Citizen"; break; case Citizen_Type.Old: citizenPath += "Old_Citizen"; break; case Citizen_Type.The: citizenPath += "The_Citizen"; break; } Citizen citizenOBJ = Instantiate(Resources.Load <Citizen>(citizenPath), citizenParant.transform); citizenOBJ.home = citizen.home; Tile tile = tiles[(int)building.tile.pos.x, (int)building.tile.pos.y - 1]; citizenOBJ.Init(this, tile); citizenOBJ.ChangeColor(citizen.citizen_color); citizenList.Add(citizenOBJ); }
public Citizen CitizenCreate(CitizenSaveData citizen) { Citizen_Type type = citizen.citizen_Type; string citizenPath = "InGame/Citizen/"; switch (type) { case Citizen_Type.Normal: citizenPath += "Normal_Citizen"; break; case Citizen_Type.Young: citizenPath += "Young_Citizen"; break; case Citizen_Type.Old: citizenPath += "Old_Citizen"; break; case Citizen_Type.The: citizenPath += "The_Citizen"; break; } Citizen citizenOBJ = Instantiate(Resources.Load <Citizen>(citizenPath), citizenParant.transform); Tile editorTile = tiles[(int)citizen.pos.x, (int)citizen.pos.y]; citizenOBJ.Init(this, editorTile); citizenOBJ.ChangeColor(citizen.citizenColor); citizenList.Add(citizenOBJ); return(citizenOBJ); }
public void SetState(CleanerState cleanerState) { this.cleanerState = cleanerState; if (cleanerState == CleanerState.Cleaning) { takeTime = 0; } else if (cleanerState == CleanerState.CleaningEnd) { citizen.cleanerOn = false; Tile tile = GameManager.Ins.tileController.tiles[0, 4]; //var tile = GameObject.FindObjectOfType<TileController>().tiles[0, 4]; //citizen.transform.position = tile.transform.position; //citizen.pos = tile.pos; citizen.gameObject.SetActive(true); citizen.ChangeColor(CitizenColor.White); citizen.ResetPos(tile); citizen.GoHome(); //citizen.StartFSM(); /* * if (citizen.Home != null) * { * citizen.SetCitizenHome(citizen.Home); * } * else * { * citizen.ChangePattern(); * } */ citizen = null; cleanerState = CleanerState.Idle; } }