private void Awake() { manager = FindObjectOfType <GameManager>(); monstersNumber = manager.roomCount * 2; List <GameObject> furnitures = Collect(furnituresSpawns, furnituresNumber); List <GameObject> monsters = monsters = Collect(monstersSpawns, monstersNumber); int rnd = Random.Range(0, furnitures.Count); for (int index = 0; index < furnitures.Count; index++) { Material material = manager.standardMaterial; FurnitureManager furnitureManager = furnitures[index].GetComponent <FurnitureManager>(); if (rnd == index) { material = manager.nextLevelMaterial; } furnitureManager.ChangeMaterial(material); furnitureManager.gameManager = manager; furnitureManager.isDoor = rnd == index; } for (int index = 0; index < monsters.Count; index++) { monsters[index].GetComponent <Renderer>().material = manager.currentLevelMaterial; monsters[index].GetComponent <MonsterManager>().manager = this; } hero = Instantiate(manager.heroPrefab, heroSpawn.position, heroSpawn.rotation); }
public void ReadJson(JObject worldJson) { if (worldJson["Seed"] != null) { Seed = (int)worldJson["Seed"]; } RandomStateFromJson(worldJson["RandomState"]); SetupWorld((int)worldJson["Width"], (int)worldJson["Height"], (int)worldJson["Depth"]); RoomManager.FromJson(worldJson["Rooms"]); TilesFromJson(worldJson["Tiles"]); InventoryManager.FromJson(worldJson["Inventories"]); FurnitureManager.FromJson(worldJson["Furnitures"]); UtilityManager.FromJson(worldJson["Utilities"]); RoomManager.BehaviorsFromJson(worldJson["RoomBehaviors"]); CharacterManager.FromJson(worldJson["Characters"]); CameraData.FromJson(worldJson["CameraData"]); LoadSkybox((string)worldJson["Skybox"]); Wallet.FromJson(worldJson["Wallet"]); TimeManager.Instance.FromJson(worldJson["Time"]); Scheduler.Scheduler.Current.FromJson(worldJson["Scheduler"]); tileGraph = new Path_TileGraph(this); }
public void ReadJson(string filename) { StreamReader reader = File.OpenText(filename); JObject worldJson = (JObject)JToken.ReadFrom(new JsonTextReader(reader)); Width = (int)worldJson["Width"]; Height = (int)worldJson["Height"]; Depth = (int)worldJson["Depth"]; SetupWorld(Width, Height, Depth); RoomManager.FromJson(worldJson["Rooms"]); TilesFromJson(worldJson["Tiles"]); InventoryManager.FromJson(worldJson["Inventories"]); FurnitureManager.FromJson(worldJson["Furnitures"]); UtilityManager.FromJson(worldJson["Utilities"]); RoomManager.BehaviorsFromJson(worldJson["RoomBehaviors"]); CharacterManager.FromJson(worldJson["Characters"]); CameraData.FromJson(worldJson["CameraData"]); LoadSkybox((string)worldJson["Skybox"]); Wallet.FromJson(worldJson["Wallet"]); Scheduler.Scheduler.Current.FromJson(worldJson["Scheduler"]); tileGraph = new Path_TileGraph(this); }
void LoadFurnitureType(object furnT) { FurnitureManager.FurnitureType furnType = (FurnitureManager.FurnitureType)furnT; FurnManager = GameObject.FindObjectOfType <FurnitureManager>(); this.gameObject.transform.parent.gameObject.SetActive(true); NotAddedFurniture = new List <FurnitureManager.FurniturePairing>(); foreach (FurnitureManager.FurniturePairing furn in FurnManager.myRegistry.myPairings) { bool alreadyUsed = false; // Debug.Log ("Current is " + CurrentInfo); foreach (CustomerManager.FurniturePreference customerPref in CurrentInfo) { if (customerPref.FurnitureID == furn.id) { alreadyUsed = true; break; } } if (!alreadyUsed && (furnType == furn.myType || furnType == FurnitureManager.FurnitureType.Any)) { NotAddedFurniture.Add(furn); } } LoadPage(0); }
/// <summary> /// Calls update on characters. /// Also calls "OnFastUpdate" EventActions on visible furniture. /// </summary> /// <param name="deltaTime">Delta time.</param> private void TickEveryFrame(float deltaTime) { CharacterManager.Update(deltaTime); FurnitureManager.TickEveryFrame(deltaTime); GameEventManager.Update(deltaTime); ShipManager.Update(deltaTime); }
private void SetupWorld(int width, int height) { // Set the current world to be this world. // TODO: Do we need to do any cleanup of the old world? Current = this; RoomManager = new RoomManager(); RoomManager.Adding += (room) => roomGraph = null; RoomManager.Removing += (room) => roomGraph = null; FillTilesArray(); FurnitureManager = new FurnitureManager(); FurnitureManager.Created += OnFurnitureCreated; UtilityManager = new UtilityManager(); CharacterManager = new CharacterManager(); InventoryManager = new InventoryManager(); jobQueue = new JobQueue(); GameEventManager = new GameEventManager(); PowerNetwork = new PowerNetwork(); FluidNetwork = new FluidNetwork(); temperature = new TemperatureDiffusion(this); Wallet = new Wallet(); CameraData = new CameraData(); LoadSkybox(); AddEventListeners(); holder.Start(); biomes.RandomBiome(); mapData.SetupWorld(width, height, biome.maxHeight); }
public virtual void PlaceInWorld(FurnitureManager fm) { if (fm == null) { return; } bool worked = fm.PlaceFurniture(Prefab, X, Y); if (!worked) { Debug.LogError("Failed to place '" + Prefab + "'! Data may be lost!"); } else { Furniture f = fm.GetFurnitureAt(X, Y); if (f != null) { ApplyData(f); } else { Debug.LogError("Placed furniture '" + Prefab + "' at " + X + ", " + Y + " but requesting the placed object failed! Might result in data loss for placed furniture."); } } }
private void SetupWorld(int width, int height, int depth) { // Set the current world to be this world. // TODO: Do we need to do any cleanup of the old world? Current = this; Width = width; Height = height; Depth = depth; tiles = new Tile[Width, Height, Depth]; RoomManager = new RoomManager(); RoomManager.Adding += (room) => roomGraph = null; RoomManager.Removing += (room) => roomGraph = null; FillTilesArray(); FurnitureManager = new FurnitureManager(); FurnitureManager.Created += OnFurnitureCreated; UtilityManager = new UtilityManager(); CharacterManager = new CharacterManager(); InventoryManager = new InventoryManager(); jobQueue = new JobQueue(); GameEventManager = new GameEventManager(); PowerNetwork = new PowerNetwork(); temperature = new Temperature(); ShipManager = new ShipManager(); Wallet = new Wallet(); CameraData = new CameraData(); LoadSkybox(); AddEventListeners(); }
public void OpenCatalog(List <CustomerManager.FurniturePreference> info) { FurnManager = GameObject.FindObjectOfType <FurnitureManager>(); this.gameObject.transform.parent.gameObject.SetActive(true); CurrentInfo = info; NotAddedFurniture = new List <FurnitureManager.FurniturePairing>(); foreach (FurnitureManager.FurniturePairing furn in FurnManager.myRegistry.myPairings) { bool alreadyUsed = false; foreach (CustomerManager.FurniturePreference customerPref in CurrentInfo) { if (customerPref.FurnitureID == furn.id) { alreadyUsed = true; break; } } if (!alreadyUsed) { NotAddedFurniture.Add(furn); } } LoadFurnitureType(currentType); LoadPage(0); }
public void Get_AllFurnitureList() { var furrepo = new FurnitureManager(furniturecontextmock.Object); var furlist = furrepo.GetAllFurniture(); Assert.AreEqual(2, furlist.Count()); }
/// <summary> /// Calls the update functions on the systems that are updated on a fixed frequency. /// </summary> /// <param name="deltaTime">Delta time.</param> private void TickFixedFrequency(float deltaTime) { FurnitureManager.TickFixedFrequency(deltaTime); // Progress temperature modelling temperature.Update(); PowerNetwork.Update(deltaTime); }
// Use this for initialization void Awake() { instance = this; if (saveOnStart) { // SerializeFurniture (); } InitializeFurniture(); }
// public int Outwater = 0, OutSilver = 0, OutGas = 0; // Use this for initialization /* void Start() * { * Fur1 = GameObject.Find("FurnitureManager").GetComponent<FurnitureManager>(); * StartCoroutine("OKWaterButton"); * StartCoroutine("ReadyFlaskButton"); * MaterialButtonUpdate(); * }*/ public void DataAccess(DataVo dataVo) { MaterialWaterNumber = int.Parse(dataVo.SaveBlue); MaterialQSilverNumber = int.Parse(dataVo.SaveRed); MaterialGasNumber = int.Parse(dataVo.SaveGas); Fur1 = GameObject.Find("FurnitureManager").GetComponent <FurnitureManager>(); StartCoroutine("OKWaterButton"); StartCoroutine("ReadyFlaskButton"); MaterialButtonUpdate(); }
void Awake() { if (instance == null) { instance = this; } else if (instance != this) { Destroy(gameObject); } }
void Awake() { StopWait = false; EmotionCount = 0; animator = GetComponent <Animator>(); FurnitureEffect = GameObject.Find("FurnitureManager").GetComponent <FurnitureManager>(); AddInFlu = GameObject.Find("InfluenceManager").GetComponent <InfluenceManager>(); Orderd = GameObject.Find("SellingManager").GetComponent <SellingManager>(); customerManager = GameObject.Find("CustomerManager").GetComponent <CustomerManager>(); State = GameObject.Find("StatusManager").GetComponent <StatusManager>(); }
private void ReadXml_Furnitures(XmlReader reader) { if (reader.ReadToDescendant("Furniture")) { do { int x = int.Parse(reader.GetAttribute("X")); int y = int.Parse(reader.GetAttribute("Y")); int z = int.Parse(reader.GetAttribute("Z")); float rotation = float.Parse(reader.GetAttribute("Rotation")); Furniture furniture = FurnitureManager.PlaceFurniture(reader.GetAttribute("type"), tiles[x, y, z], false, rotation); furniture.ReadXml(reader); }while (reader.ReadToNextSibling("Furniture")); } }
private void SetupWorld(int width, int height, int depth) { // Set the current world to be this world. // TODO: Do we need to do any cleanup of the old world? Current = this; Width = width; Height = height; Depth = depth; tiles = new Tile[Width, Height, Depth]; RoomManager = new RoomManager(); RoomManager.Adding += (room) => roomGraph = null; RoomManager.Removing += (room) => roomGraph = null; for (int x = 0; x < Width; x++) { for (int y = 0; y < Height; y++) { for (int z = 0; z < Depth; z++) { tiles[x, y, z] = new Tile(x, y, z); tiles[x, y, z].TileChanged += OnTileChangedCallback; tiles[x, y, z].TileTypeChanged += OnTileTypeChangedCallback; tiles[x, y, z].Room = RoomManager.OutsideRoom; // Rooms 0 is always going to be outside, and that is our default room } } } FurnitureManager = new FurnitureManager(); FurnitureManager.Created += OnFurnitureCreated; UtilityManager = new UtilityManager(); CharacterManager = new CharacterManager(); InventoryManager = new InventoryManager(); jobQueue = new JobQueue(); GameEventManager = new GameEventManager(); PowerNetwork = new PowerNetwork(); temperature = new Temperature(); ShipManager = new ShipManager(); Wallet = new Wallet(); CameraData = new CameraData(); LoadSkybox(); AddEventListeners(); }
public void Awake() { RealityName = RealityName == null ? null : RealityName.Trim(); if (string.IsNullOrEmpty(RealityName)) { Debug.LogError("Reality name is null or empty! Invalid world for reality!"); return; } Instance = this; TileMap = GetComponent <TileMap>(); TileMap.World = this; Furniture = GetComponent <FurnitureManager>(); TileMap.Create(); }
//////////////////////////////////////////////////////////////////////////// AWAKE private void Awake() { // if the singleton hasn't been initialized yet if (instance != null && instance != this) { //Destroy(this.gameObject); return; } instance = this; isOpen = false; DontDestroyOnLoad(this.gameObject); GameManager.GetGameManager.OnReturnMenu += Destroy; netID = GetComponent <NetworkIdentity>(); furnitures = InitFurnituresData(pathData); Inventory = new Inventory(10, 1); }
public JObject ToJson() { JObject worldJson = new JObject(); worldJson.Add("Width", Width.ToString()); worldJson.Add("Height", Height.ToString()); worldJson.Add("Depth", Depth.ToString()); worldJson.Add("Rooms", RoomManager.ToJson()); worldJson.Add("Tiles", TilesToJson()); worldJson.Add("Inventories", InventoryManager.ToJson()); worldJson.Add("Furnitures", FurnitureManager.ToJson()); worldJson.Add("Utilities", UtilityManager.ToJson()); worldJson.Add("RoomBehaviors", RoomManager.BehaviorsToJson()); worldJson.Add("Characters", CharacterManager.ToJson()); worldJson.Add("CameraData", CameraData.ToJson()); worldJson.Add("Skybox", skybox.name); worldJson.Add("Wallet", Wallet.ToJson()); worldJson.Add("Scheduler", Scheduler.Scheduler.Current.ToJson()); return(worldJson); }
public void ReadJson(JObject worldJson) { Width = (int)worldJson["Width"]; Height = (int)worldJson["Height"]; Depth = (int)worldJson["Depth"]; SetupWorld(Width, Height, Depth); RoomManager.FromJson(worldJson["Rooms"]); TilesFromJson(worldJson["Tiles"]); InventoryManager.FromJson(worldJson["Inventories"]); FurnitureManager.FromJson(worldJson["Furnitures"]); UtilityManager.FromJson(worldJson["Utilities"]); RoomManager.BehaviorsFromJson(worldJson["RoomBehaviors"]); CharacterManager.FromJson(worldJson["Characters"]); CameraData.FromJson(worldJson["CameraData"]); LoadSkybox((string)worldJson["Skybox"]); Wallet.FromJson(worldJson["Wallet"]); Scheduler.Scheduler.Current.FromJson(worldJson["Scheduler"]); tileGraph = new Path_TileGraph(this); }
// Use this for initialization void Start() { FurnManager = GameObject.FindObjectOfType <FurnitureManager> (); matManager = GameObject.FindObjectOfType <MaterialManager> (); //string url = "https://s3-us-west-2.amazonaws.com/holoture/JSONfiles/customerRegistryA.json"; string url = "http://mysterious-citadel-61929.herokuapp.com/api/customerRegistry"; CustomerJson = new WWW(url); /* Harrison Commented Out * if (saveOnStart) { * //SerializeCustomers (); * } */ StartCoroutine(getCustRegistry()); /* Harrison Commented Out * InitializeCustomers (); */ }
/// <summary> /// Notify world that the camera moved, so we can check which entities are visible to the camera. /// The invisible enities can be updated less frequent for better performance. /// </summary> public void OnCameraMoved(Bounds cameraBounds) { FurnitureManager.OnCameraMoved(cameraBounds); }
public void WriteXml(XmlWriter writer) { // Save info here writer.WriteAttributeString("Width", Width.ToString()); writer.WriteAttributeString("Height", Height.ToString()); writer.WriteAttributeString("Depth", Depth.ToString()); writer.WriteStartElement("Rooms"); foreach (Room r in RoomManager) { if (RoomManager.OutsideRoom == r) { // Skip the outside room. Alternatively, should SetupWorld be changed to not create one? continue; } writer.WriteStartElement("Room"); r.WriteXml(writer); writer.WriteEndElement(); } writer.WriteEndElement(); writer.WriteStartElement("Tiles"); for (int x = 0; x < Width; x++) { for (int y = 0; y < Height; y++) { for (int z = 0; z < Depth; z++) { if (tiles[x, y, z].Type != TileType.Empty) { writer.WriteStartElement("Tile"); tiles[x, y, z].WriteXml(writer); writer.WriteEndElement(); } } } } writer.WriteEndElement(); writer.WriteStartElement("Inventories"); foreach (Inventory inventory in InventoryManager.Inventories.SelectMany(pair => pair.Value)) { // If we don't have a tile, that means this is in a character's inventory (or some other non-tile location // which means we shouldn't save that Inventory here, the character will take care of saving and loading // the inventory properly. if (inventory.Tile != null) { writer.WriteStartElement("Inventory"); inventory.WriteXml(writer); writer.WriteEndElement(); } } writer.WriteEndElement(); writer.WriteStartElement("Furnitures"); FurnitureManager.WriteXml(writer); writer.WriteEndElement(); writer.WriteStartElement("Utilities"); UtilityManager.WriteXml(writer); writer.WriteEndElement(); writer.WriteStartElement("Characters"); CharacterManager.WriteXml(writer); writer.WriteEndElement(); writer.WriteStartElement("CameraData"); CameraData.WriteXml(writer); writer.WriteEndElement(); writer.WriteElementString("Skybox", skybox.name); writer.WriteStartElement("Wallet"); Wallet.WriteXml(writer); writer.WriteEndElement(); Scheduler.Scheduler.Current.WriteXml(writer); }
public override void Initialize(string extraData) { furnitureManager = FurnitureManager.instance; }
private void Awake() { FurnManager = GameObject.FindObjectOfType <FurnitureManager>(); }