private Puppet MakePuppet(string characterName) { GameObject newPuppetObj = Instantiate(puppetPrefab, transform); Puppet newPuppet = newPuppetObj.GetComponent <Puppet>(); newPuppet.Warp(puppetSpawnPoint); // TODO Configure character stuff. newPuppetObj.name = characterName; // TODO Puppet should be able to set this itself. return(newPuppet); }
/// <summary> /// <<move CHARACTER [to] TO_POINT [from FROM_POINT] [now|slowly|quickly] [and wait]>> /// <br> /// (Continued; see subsection) /// /// Causes CHARACTER to slide over to TO_POINT. If FROM_POINT is /// specified, the character will warp there before moving. /// If trying to move a character into view, please make sure to /// specify FROM_POINT. Otherwise, your character may start /// somewhere you weren't expecting! /// /// Points are created in Unity and are listed in the "puppetPoints" /// variable. For this reason, the number and names of points is /// flexible, and could possibly change. Current points PROBABLY are: /// offleft, left, middle, right, offright /// /// /// ### Stacking /// /// If two or more characters end up on the same point, then /// they'll "stack," with their positions being staggered /// so they aren't all on the same position. /// /// Note that this is still in development. More details on /// how this looks/works once that's done. /// /// /// ### Pushing and Pulling /// /// <<move CHARACTER [to] TO_POINT [from FROM_POINT] [now|slowly|quickly] [and wait] /// [and pull|push TARGET1 [, TARGET2, TARGET3, ...] [to TARGET_POSITION]]>> /// /// If **pull** or **push** is given, then every TARGET gets /// pulled/pushed by CHARACTER. It's possible to push/pull /// several targets at a time, separating their names with /// spaces. /// /// By default, each TARGET ends up on the same spot as /// CHARACTER. However, if TARGET_POSITION is also specified, /// then all TARGETs end up there. /// /// The assumption is that CHARACTER will move past every /// TARGET. Any TARGETs which CHARACTER does not go past /// won't be pushed. (This is subject to change?) /// /// /// </summary> <example> /// /// ## Examples /// /// <<move Ibuki Middle and wait>> /// Move Ibuki to the middle (from wherever she was before). /// The VN will wait until Ibuki finishes moving. /// /// <<move Ibuki to Middle>> /// Same as before, except without the waiting. (And it looks /// a little more like English.) /// /// <<move Ibuki Middle now>> /// Same as before, but Ibuki will "teleport" to the middle. /// /// <<move Ibuki to Left from OffLeft>> /// Move Ibuki from the off the left edge of the screen to the left position. /// Use something like this if the character was off screen. /// /// <<move Ibuki to Middle and push Nimura to Left and push Ami to OffLeft>> /// Move Ibuki to the middle.<br> /// When Ibuki reaches Nimura, Nimura will be forced over to the left.<br> /// When Ibuki reaches Ami, Ami will be forced off the left edge. /// /// <<move Ibuki to Middle and push Nimura, Ami to Left>> /// Move Ibuki to the middle.<br> /// When Ibuki reaches Nimura and/or Ami, they will both be to the Left position. /// /// /// </example> /// \warning Implementation in progress public void Move(string[] args) { #region Argument handling Assert.IsTrue(args.Length >= 2); string charName = args[0]; string destName = ""; string fromName = ""; for (int i = 1; i < args.Length; i++) { switch (args[i]) { case "to": i++; destName = args[i]; break; case "from": i++; fromName = args[i]; break; case "and": i++; Assert.AreEqual(args[i], "wait"); // TODO Implement 'move ... and wait' Debug.LogWarning("'move ... and wait' isn't supported yet!"); break; case "now": // TODO Implement 'now' // TODO Implement 'slowly' // TODO Implement 'quickly' Debug.LogWarning("'now' isn't supported yet!"); break; default: // Only take an unlabeled parameter if we don't // already have a destination. if (string.IsNullOrEmpty(destName)) { destName = args[i]; } else { ReportInvalidArgument("move", args[i]); } break; } } #endregion Puppet charPuppet = puppetMaster.GetPuppet(charName); if (!string.IsNullOrEmpty(fromName)) { charPuppet.Warp(GetNamedPoint(fromName)); } charPuppet.SetMovementDestination(GetNamedPoint(destName)); }