예제 #1
0
    public void LoadAnimalSave(LevelManager.AnimalSave save)
    {
        /* Loads animal with save info
         * Save info contains the last saved fur, clothing items, and animal stats
         * and gives them original position and rotation in Farm Scene */

        name       = save.animalName;
        animalID   = save.animalID;
        animalType = save.animalType;
        pen        = save.assignedPen;

        fur    = FurManager.instance.furs[save.furID];
        slot01 = ClothingManager.instance.clothes[save.slot01ClothID];
        slot02 = ClothingManager.instance.clothes[save.slot02ClothID];
        slot03 = ClothingManager.instance.clothes[save.slot03ClothID];

        isFleeceGrown   = save.isFurGrown;
        isHappy         = save.animalIsHappy;
        animalClean     = save.animalClean;
        animalFood      = save.animalHunger;
        animalFurGrowth = save.animalFurGrowth;

        transform.position    = save.position;
        transform.eulerAngles = save.rotation;
    }
예제 #2
0
    /*------------------------------Animal Data Management----------------------------*/

    public LevelManager.AnimalSave GetAnimalSave()
    {
        /* Add additional animal traits here
         * you must also add the new trait to the LevelManager.AnimalSave class as well */

        LevelManager.AnimalSave newSave = new LevelManager.AnimalSave();
        newSave.animalName  = name;
        newSave.animalID    = animalID;
        newSave.animalType  = animalType;
        newSave.assignedPen = pen;

        newSave.furID         = fur.furID;
        newSave.slot01ClothID = slot01.clothingID;
        newSave.slot02ClothID = slot02.clothingID;
        newSave.slot03ClothID = slot03.clothingID;

        newSave.isFurGrown      = isFleeceGrown;
        newSave.animalIsHappy   = isHappy;
        newSave.animalClean     = animalClean;
        newSave.animalHunger    = animalFood;
        newSave.animalFurGrowth = animalFurGrowth;

        newSave.position = transform.position;
        newSave.rotation = transform.eulerAngles;

        return(newSave);
    }
예제 #3
0
 //set reference to Animal to apply UI actions to
 public void GetReferenceOfAnimalBeingInteractedWith(GameObject animalGameObject)
 {
     Debug.Log("Setting to reference: " + animalGameObject);
     animalReference = animalGameObject;
     animalStats     = animalReference.GetComponent <Animal>();
     animalSave      = animalStats.GetAnimalSave();
     animalName      = animalStats.GetAnimalName();
 }
예제 #4
0
    void Start()
    {
        /*---Gets Animal component and the Animal Save for this animal that is customizeable---*/
        animal     = GetComponent <Animal>();
        animalSave = animal.GetAnimalSave();

        /*---If we are in the Farm scene, we look for the customizable button---*/
        if (SceneManager.GetActiveScene() == SceneManager.GetSceneByName("Farm_test"))
        {
            customizeButton = GameObject.Find("Customize").GetComponent <Button>();
        }
    }