// TODO Rename this function /// <summary> /// Initialize Packet data to it's Current Room. /// Optional param sets to given room index /// </summary> /// <param name="packet_key"></param> /// <param name="new_room_index">optional; sets the packet to this room index</param> public void InitializePacketToRoom(string packet_key, int new_room_index = -1) { PartyController party = m_questingParties[packet_key].GetComponent <PartyController>(); // TODO aherrera, wspier : should 0 be allowed? That would mean fighting Boss Room right away if (new_room_index >= 0) { party.SetCurrentRoomIndex(new_room_index); } // TODO aherrera : replace this check with something more elegant :/ if (new_room_index >= mDungeonModel.RoomCount) { Debug.LogError("GIVEN INDEX LARGER THAN ARRAY SIZE"); } RoomModel current_room_reference = mDungeonModel.GetRoom(party.GetCurrentRoomIndex()); RoomView currentRoomView = current_room_reference.gameObject.GetComponent <RoomView> (); if (current_room_reference != null) { party.SetRoomTimer(Helper.Epoch.GetEpochTimestamp(current_room_reference.timer_frequency)); currentRoomView.addAdventurer(party.GetAdventurers()[0]); } else { Debug.LogError("DungeonModel::InitializePacketToCurrentRoom -- currentroom not found for string: " + packet_key); } }