public static IFriendly getFacilityCaracter(int id, FriendlyCharacterType type, Town livingTown) { switch (type) { case MERCHANT: return(MerchantMasterManager.getInstance().getMerchantFromId(id, livingTown)); case CLIENT: return(ClientMasterManager.getInstance().getClientFromId(id, livingTown)); } throw new System.ArgumentException("id not found or firendlyCharacter type isn't type of facility owner"); }
public Client(int id, Dictionary <FriendlyAbility, int> abilities, int level, Vector3 pos, Quaternion rotate) { this.id = id; this.level = level; this.abilities = new Dictionary <FriendlyAbility, int>(abilities); var builder = ClientMasterManager.getInstance().getClientBuilderFromId(id); this.NAME = builder.getName(); this.MASSAGES = builder.getMassges(); this.UNDERTOOK_MASSAGES = builder.getUnderTookMassges(); this.CLEAR_MASSAGES = builder.getClearedMassges(); this.QUEST_TYPE = builder.getQuestType(); this.UNIQUE_ID = UniqueIdCreator.creatUniqueId(); var modelPrefab = (GameObject)Resources.Load("Models/" + builder.getModelId()); container = MonoBehaviour.Instantiate(modelPrefab, pos, rotate).GetComponent <Container>(); container.setCharacter(this); needTown = true; }
void Awake() { instance = this; netChManager = GetComponent <NetworkCharacterManager>(); }