예제 #1
0
 public void StopAllNPCAction()
 {
     foreach (GameObject NPCObject in EntityManager.getObjectsOfType <NPCComponent>())
     {
         NPCComponent[] npcComps = NPCObject.GetComponents <NPCComponent> ();
         foreach (NPCComponent npcComp in npcComps)
         {
             npcComp.stop();
         }
     }
 }
예제 #2
0
    public static void closeSession()
    {
        delta            = 0f;
        inSession        = false;
        sessionCloseTime = Time.timeSinceLevelLoad;
        Debug.Log("Session end time: " + sessionCloseTime);

        foreach (GameObject NPCObject in EntityManager.getObjectsOfType <NPCComponent>())
        {
            NPCComponent[] npcComps = NPCObject.GetComponents <NPCComponent> ();
            foreach (NPCComponent npcComp in npcComps)
            {
                npcComp.setTimeProbability(90f);
                npcComp.stop();
            }
        }
    }
예제 #3
0
    // FixedUpdate is called once per frame
    protected virtual void FixedUpdate()
    {
        EntityManager.Start();

        if (EventManager.inSession)
        {
            foreach (GameObject NPCObject in EntityManager.getObjectsOfType <NPCComponent>())
            {
                NPCComponent[] npcComps = NPCObject.GetComponents <NPCComponent> ();
                foreach (NPCComponent npcComp in npcComps)
                {
                    StartCoroutine(npcComp.NPCAction());
                }
            }
        }
        else
        {
            GetComponent <EventManager> ().RepeatEvents();
        }
    }
예제 #4
0
    public void ControllerUISetup()
    {
        foreach (GameObject NPCObject in EntityManager.getObjectsOfType <NPCComponent>())
        {
            GameObject _newList = Instantiate(npcComponentListPrefab);
            _newList.transform.position = Vector3.zero;
            _newList.transform.rotation = Quaternion.identity;
            _newList.transform.SetParent(compListParent);

            NPCComponent[] npcComps = NPCObject.GetComponents <NPCComponent> ();
            compListItemParent = _newList.transform.GetChild(0).GetChild(0).gameObject;
            GameObject _nameObj = Instantiate(npcGameObjectName);
            _nameObj.GetComponent <Text> ().text = NPCObject.name;
            _nameObj.transform.SetParent(compListItemParent.transform);
            foreach (NPCComponent npcComp in npcComps)
            {
                GameObject _newListItem = Instantiate(componentListItemPrefab);
                _newListItem.transform.SetParent(compListItemParent.transform);
                _newListItem.GetComponent <ComponentListItem> ().Setup(npcComp);
            }
        }
    }