public void Execute(ScenarioManager scenario, Command command) { //Debug.Log(command.tag); switch (command.tag) { case "cm": { scenario.ClearText(); } break; case "name": { string name = command.param["name"]; scenario.ChangeName(name); } break; case "char": { int pos = int.Parse(command.param["pos"]); string type = command.param["name"]; int diff = int.Parse(command.param["diff"]); scenario.Visible((CharacterVisualizer.Position)pos, type, diff); } break; case "unchar": { int pos = int.Parse(command.param["pos"]); scenario.Invisible((CharacterVisualizer.Position)pos); } break; case "reset": { scenario.InvisibleAll(); } break; case "back": { int id = int.Parse(command.param["id"]); scenario.ChangeBackground(id); } break; case "dawn": { scenario.Dawn(); } break; case "dark": { scenario.Darkness(); } break; case "sound": { int id = int.Parse(command.param["id"]); scenario.Sound(id); } break; } }
// Use this for initialization void Start() { scenario = FindObjectOfType <ScenarioManager>(); //IsNovelMode = false; if (scenario != null) { if (scenario.overlay) { scenario.IsEnabled = false; } } Config.Apply(); timeElasped = 0.0f; fadeManager.fadeState = fadeIn ? 0 : 1; var player = FindObjectOfType <PlayerController>(); //if (next_pos != Vector2Int.zero || next_dir != Vector2Int.zero) if ((next_pos.x != 0 && next_pos.y != 0) || (next_dir.x != 0 && next_dir.y != 0)) { var grid = FindObjectOfType <Grid>(); var player_pos = grid.CellToWorld(new Vector3Int(next_pos.x, next_pos.y, 0)); player.gameObject.transform.position = player_pos; //Debug.Log($"{next_pos} {next_dir} {player.gameObject.transform.position}"); player.Direction = next_dir; next_pos = Vector2Int.zero; next_dir = Vector2Int.zero; } /*if (init_pos.x != 0 && init_pos.y != 0) * { * var grid = FindObjectOfType<Grid>(); * var player_pos = grid.CellToWorld(new Vector3Int(init_pos.x, init_pos.y, 0)); * player.gameObject.transform.position = player_pos; * player.Direction = (init_pos.x < 0) ? new Vector2Int(1, 0) : new Vector2Int(-1, 0); * init_pos = new Vector2Int(0, 0); * }*/ }