///////////////////////////////////////////////////////////////////////////// /// Function: Update ///////////////////////////////////////////////////////////////////////////// void Update() { string strFunction = "CSpawner::Update()"; if (null == m_ItemsResource) { m_ItemsResource = Resources.Load <CPowerUpSO>(ResourcePacks.RESOURCE_CONTAINER_ITEMS); if (null == m_ItemsResource) { Debug.LogError(string.Format("{0} {1}: {2}", strFunction, ErrorStrings.ERROR_CANNOT_LOAD_RESOURCE, ResourcePacks.RESOURCE_CONTAINER_ITEMS)); return; } } if (null == m_NPCResource) { m_NPCResource = Resources.Load <CNPCSO>(ResourcePacks.RESOURCE_CONTAINER_NPCS); if (null == m_ItemsResource) { Debug.LogError(string.Format("{0} {1}: {2}", strFunction, ErrorStrings.ERROR_CANNOT_LOAD_RESOURCE, ResourcePacks.RESOURCE_CONTAINER_NPCS)); return; } } if (null == m_goFlagPrefab) { m_goFlagPrefab = m_NPCResource.Flag; if (null == m_goFlagPrefab) { Debug.LogError(string.Format("{0} {1}: {2}", strFunction, ErrorStrings.ERROR_NULL_OBJECT, typeof(GameObject).ToString())); } } }
// Use this for initialization void Awake() { if (Network.isServer) { m_liControllers.Add(this); serverManager = RoleManager.roleManager as ServerManager; } animator = GetComponent <Animator>(); animatorStates = new Dictionary <int, AnimatorBoolProperty>(); animatorStates.Add(0, new AnimatorBoolProperty() { Name = "bIsMoving", State = false }); // Moving animatorStates.Add(1, new AnimatorBoolProperty() { Name = "bIsTurningL", State = false }); // TurnL animatorStates.Add(2, new AnimatorBoolProperty() { Name = "bIsTurningR", State = false }); // TurnR itemsResource = Resources.Load <CPowerUpSO>(ResourcePacks.RESOURCE_CONTAINER_ITEMS); projectilePrefabs = itemsResource.Weapons; //inventory.Add(Names.NAME_BULLET, 500); }
///////////////////////////////////////////////////////////////////////////// /// Function: Start ///////////////////////////////////////////////////////////////////////////// protected void Start() { // Error reporting. string strFunction = "IAIBase::Start()"; // Load the items resource. if (null == m_ItemsResource) { m_ItemsResource = Resources.Load <CPowerUpSO>(ResourcePacks.RESOURCE_CONTAINER_ITEMS); if (null == m_ItemsResource) { Debug.LogError(string.Format("{0} {1} " + ErrorStrings.ERROR_AUDIO_FAILED_RELOAD, strFunction, ResourcePacks.RESOURCE_CONTAINER_ITEMS)); return; } } // Load in the projectile prefabs. m_dictProjectilePrefabs = m_ItemsResource.Weapons; // Add this NPC to the correct list depending on its team. switch (m_eTeam) { case ETeam.TEAM_BLUE: m_liActiveBlues.Add(gameObject); break; case ETeam.TEAM_RED: m_liActiveReds.Add(gameObject); break; default: // Unassigned NPC detected, report the issue. Debug.LogError(string.Format("{0} {1}: {2}", strFunction, ErrorStrings.ERROR_UNASSIGNED_NPC, transform.position)); return; } // Initialize inventory stock. m_dictInventory.Add(Names.NAME_BULLET, 500); m_dictInventory.Add(Names.NAME_MISSILE, 0); m_dictInventory.Add(Names.NAME_RAY, 0); // Get a handle on the NPC's animator. m_anAnimator = gameObject.GetComponent <Animator>(); if (null == m_anAnimator) { // Shit happened Debug.LogError(string.Format("{0} {1}: {2}", strFunction, ErrorStrings.ERROR_MISSING_COMPONENT, typeof(Animator).ToString())); return; } m_dictAnimatorStates = new Dictionary <int, AnimatorBoolProperty>(); m_dictAnimatorStates.Add(0, new AnimatorBoolProperty() { Name = AnimatorValues.ANIMATOR_IS_MOVING, State = false }); // Moving m_trObservedTransform = transform; }