public virtual void SpawnNpcs() { NpcFactory factory=NpcFactory.GetInstance(); foreach(string s in SpawnList) { AddCharacter(factory.GetCharacter(s)); } }
void Start() { m_stationModule = (StationModule)SingletonMgr.ModuleMgr.GetModule(StringMgr.StationModuleName); m_stationInfo = SingletonMgr.GameGlobalInfo.StationInfoList.GetStationInfo(m_stationIndex); m_npcFactory = new NpcFactory(); StartCoroutine(CheckStationEnterStationUpNpcStatus()); StartCoroutine(CheckStationEnterStationDownNpcStatus()); StartCoroutine(CheckStationExitStationUpNpcStatus()); StartCoroutine(CheckStationExitStationDownNpcStatus()); }
internal WorldManager(EventManager p_eventManager) { CurrentSaveGameFolder = GamePaths.UserGamePath; QuickSaveAllowed = true; m_mapData = new Dictionary <String, MapData>(); m_objects = new List <BaseObject>(); m_invalidSpawner = new List <Int32>(); m_questHandler = new QuestHandler(); m_loreBookHandler = new LoreBookHandler(); m_bestiaryHandler = new BestiaryHandler(); m_achievementManager = new AchievementManager(); m_hintManager = new HintManager(); m_mapNotesController = new MapNotesController(p_eventManager); m_npcFactory = new NpcFactory(p_eventManager); m_saveGameManager = new DefaultSaveGameManager(); m_spiritBeaconController = new SpiritBeaconController(p_eventManager); m_worldMapController = new WorldMapController(p_eventManager); }
private void PopulateMap() { int x = 0; int y = 0; int counter = 1; var gladTypes = EnumUtil.GetValues <GladiatorTypes>().ToList(); while (counter < 8) { Random random = new Random(); x = random.Next(0, Map.MapHeight); y = random.Next(0, Map.MapWidth); //Need a random name generator if (Map.GetTile(x, y) == null) { if (counter < 4) { Gladiator glad = NpcFactory.GetRandomNpcGladiatorInstance(); Map.SetTile(x, y, glad); } else { ICivilian villager = NpcFactory.GetVillager(); Map.SetTile(x, y, villager); } counter++; } } bool playerInserted = false; while (!playerInserted) { Random rand = new Random(); x = rand.Next(0, Map.MapHeight); y = rand.Next(0, Map.MapWidth); if (Map.GetTile(x, y) == null) { Map.SetTile(x, y, Player.Instance.CurrentGladiator); playerInserted = true; } } }
public DefeatNpcGenerator(NpcFactory npcFactory) { this.npcFactory = npcFactory; }