//We can Initialize the boid with Settings from our Settings Script public void Initialize(FishSettings settings) { this.settings = settings; //Get a new reference of the settings just for this boid position = boidTransform.position; //Initialize the start position forward = boidTransform.forward; //Initialize the start direction float startSpeed = (settings.minimumSpeed + settings.maximumSpeed) / 4; //Initialize the start speed velocity = transform.forward * startSpeed; //Initialize the velocity }
public static void deserialize(string serialString) { StringArray stringArray = Utils.DeserializeObject <StringArray>(serialString); nextShuffle = Utils.DeserializeObject <float>(stringArray.strings[0]); Debug.Log("Loaded last shuffle:" + nextShuffle); myholes = Utils.DeserializeObject <List <FishingHole> >(stringArray.strings[1]); Debug.Log("Loaded " + myholes.Count + " holes"); settings = Utils.DeserializeObject <FishSettings>(stringArray.strings[2]); //myholes = Utils.DeserializeObject<List<FishingHole>>(serialString); }
internal static void ApplySettings(string json) { settings = new FishSettings(); JsonSerializerSettings jsettings = new JsonSerializerSettings(); jsettings.Error += (_, args) => { string errorMessagge = args.ErrorContext.Error.Message; Debug.LogError("[Fish] Couldn't parse the configuration JSON string. Error:\n" + errorMessagge); }; settings = JsonConvert.DeserializeObject <FishSettings>(json, jsettings); }
protected override void Init() { base.Init(); fishSettings = (FishSettings)consumerSettings; if (DoesSchool) { Environment.Instance.AddBoidManagerToFishContainters(this); boidManager = GetComponentInParent <BoidManager>(); } }