public void InitPersos() { if (loader != null) { for (int i = 0; i < loader.persos.Count; i++) { PersoBehaviour unityBehaviour = loader.persos[i].Gao.AddComponent <PersoBehaviour>(); unityBehaviour.perso = loader.persos[i]; unityBehaviour.Init(); } } }
async Task InitPersos() { if (loader != null) { for (int i = 0; i < loader.persos.Count; i++) { detailedState = "Initializing persos: " + i + "/" + loader.persos.Count; await WaitIfNecessary(); Perso p = loader.persos[i]; PersoBehaviour unityBehaviour = p.Gao.AddComponent <PersoBehaviour>(); unityBehaviour.controller = this; if (loader.globals != null && loader.globals.spawnablePersos != null) { if (loader.globals.spawnablePersos.IndexOf(p) > -1) { unityBehaviour.IsAlways = true; unityBehaviour.transform.position = new Vector3(i * 10, -1000, 0); } } if (!unityBehaviour.IsAlways) { if (p.sectInfo != null && p.sectInfo.off_sector != null) { unityBehaviour.sector = sectorManager.sectors.FirstOrDefault(s => s.sector != null && s.sector.SuperObject.offset == p.sectInfo.off_sector); } else { SectorComponent sc = sectorManager.GetActiveSectorWrapper(p.Gao.transform.position); unityBehaviour.sector = sc; } } else { unityBehaviour.sector = null; } unityBehaviour.perso = p; unityBehaviour.Init(); // Scripts if (p.Gao) { if (p.brain != null && p.brain.mind != null && p.brain.mind.AI_model != null) { if (p.brain.mind.AI_model.behaviors_normal != null) { GameObject intelParent = new GameObject("Rule behaviours"); intelParent.transform.parent = p.Gao.transform; Behavior[] normalBehaviors = p.brain.mind.AI_model.behaviors_normal; int iter = 0; foreach (Behavior behavior in normalBehaviors) { string shortName = behavior.GetShortName(p.brain.mind.AI_model, Behavior.BehaviorType.Intelligence, iter); GameObject behaviorGao = new GameObject(shortName); behaviorGao.transform.parent = intelParent.transform; foreach (Script script in behavior.scripts) { GameObject scriptGao = new GameObject("Script"); scriptGao.transform.parent = behaviorGao.transform; ScriptComponent scriptComponent = scriptGao.AddComponent <ScriptComponent>(); scriptComponent.SetScript(script, p); } if (behavior.firstScript != null) { ScriptComponent scriptComponent = behaviorGao.AddComponent <ScriptComponent>(); scriptComponent.SetScript(behavior.firstScript, p); } if (iter == 0) { behaviorGao.name += " (Init)"; } if ((behavior.scripts == null || behavior.scripts.Length == 0) && behavior.firstScript == null) { behaviorGao.name += " (Empty)"; } iter++; } } if (p.brain.mind.AI_model.behaviors_reflex != null) { GameObject reflexParent = new GameObject("Reflex behaviours"); reflexParent.transform.parent = p.Gao.transform; Behavior[] reflexBehaviors = p.brain.mind.AI_model.behaviors_reflex; int iter = 0; foreach (Behavior behavior in reflexBehaviors) { string shortName = behavior.GetShortName(p.brain.mind.AI_model, Behavior.BehaviorType.Reflex, iter); GameObject behaviorGao = new GameObject(shortName); behaviorGao.transform.parent = reflexParent.transform; foreach (Script script in behavior.scripts) { GameObject scriptGao = new GameObject("Script"); scriptGao.transform.parent = behaviorGao.transform; ScriptComponent scriptComponent = scriptGao.AddComponent <ScriptComponent>(); scriptComponent.SetScript(script, p); } if (behavior.firstScript != null) { ScriptComponent scriptComponent = behaviorGao.AddComponent <ScriptComponent>(); scriptComponent.SetScript(behavior.firstScript, p); } if ((behavior.scripts == null || behavior.scripts.Length == 0) && behavior.firstScript == null) { behaviorGao.name += " (Empty)"; } iter++; } } if (p.brain.mind.AI_model.macros != null) { GameObject macroParent = new GameObject("Macros"); macroParent.transform.parent = p.Gao.transform; Macro[] macros = p.brain.mind.AI_model.macros; int iter = 0; foreach (Macro macro in macros) { GameObject behaviorGao = new GameObject(macro.GetShortName(p.brain.mind.AI_model, iter)); behaviorGao.transform.parent = macroParent.transform; ScriptComponent scriptComponent = behaviorGao.AddComponent <ScriptComponent>(); scriptComponent.SetScript(macro.script, p); iter++; } } } } } // Initialize DSGVars after all persos have their perso behaviours for (int i = 0; i < loader.persos.Count; i++) { Perso p = loader.persos[i]; Moddable mod = null; if (p.SuperObject != null && p.SuperObject.Gao != null) { mod = p.SuperObject.Gao.GetComponent <Moddable>(); if (mod != null) { mod.persoBehaviour = p.Gao.GetComponent <PersoBehaviour>(); } } if (p.Gao && p.brain != null && p.brain.mind != null && p.brain.mind.AI_model != null) { // DsgVars if (p.brain.mind.dsgMem != null || p.brain.mind.AI_model.dsgVar != null) { DsgVarComponent dsgVarComponent = p.Gao.AddComponent <DsgVarComponent>(); dsgVarComponent.SetPerso(p); if (mod != null) { mod.dsgVarComponent = dsgVarComponent; } } // Dynam if (p.dynam != null && p.dynam.dynamics != null) { DynamicsMechanicsComponent dynamicsBehaviour = p.Gao.AddComponent <DynamicsMechanicsComponent>(); dynamicsBehaviour.SetDynamics(p.dynam.dynamics); } // Mind if (p.brain != null && p.brain.mind != null) { MindComponent mindComponent = p.Gao.AddComponent <MindComponent>(); mindComponent.Init(p, p.brain.mind); if (mod != null) { mod.mindComponent = mindComponent; } } // Custom Bits if (p.stdGame != null) { CustomBitsComponent c = p.Gao.AddComponent <CustomBitsComponent>(); c.stdGame = p.stdGame; if (Settings.s.engineVersion == Settings.EngineVersion.R3) { c.hasAiCustomBits = true; } c.Init(); } } } } if (loader is OpenSpace.Loader.R2ROMLoader) { OpenSpace.Loader.R2ROMLoader romLoader = loader as OpenSpace.Loader.R2ROMLoader; if (romPersos.Count > 0) { for (int i = 0; i < romPersos.Count; i++) { detailedState = "Initializing persos: " + i + "/" + romPersos.Count; await WaitIfNecessary(); ROMPersoBehaviour unityBehaviour = romPersos[i]; unityBehaviour.controller = this; /*if (loader.globals != null && loader.globals.spawnablePersos != null) { * if (loader.globals.spawnablePersos.IndexOf(p) > -1) { * unityBehaviour.IsAlways = true; * unityBehaviour.transform.position = new Vector3(i * 10, -1000, 0); * } * }*/ if (!unityBehaviour.IsAlways) { SectorComponent sc = sectorManager.GetActiveSectorWrapper(unityBehaviour.transform.position); unityBehaviour.sector = sc; } else { unityBehaviour.sector = null; } /*Moddable mod = null; * if (p.SuperObject != null && p.SuperObject.Gao != null) { * mod = p.SuperObject.Gao.GetComponent<Moddable>(); * if (mod != null) { * mod.persoBehaviour = unityBehaviour; * } * }*/ unityBehaviour.Init(); var iteratorPerso = unityBehaviour.perso; // Of sound brain and AI model? if (iteratorPerso.brain?.Value?.aiModel?.Value != null) { var aiModel = iteratorPerso.brain.Value.aiModel.Value; // DsgVars if (iteratorPerso.brain?.Value?.dsgMem?.Value != null || aiModel.dsgVar?.Value != null) { DsgVarComponent dsgVarComponent = unityBehaviour.gameObject.AddComponent <DsgVarComponent>(); dsgVarComponent.SetPerso(iteratorPerso); } // Comports if (aiModel.comportsIntelligence.Value != null) { aiModel.comportsIntelligence.Value.CreateGameObjects("Rule", unityBehaviour.gameObject, iteratorPerso); } if (aiModel.comportsReflex.Value != null) { aiModel.comportsReflex.Value.CreateGameObjects("Reflex", unityBehaviour.gameObject, iteratorPerso); } } } } if (romLoader.level != null && romLoader.level.spawnablePersos.Value != null && romLoader.level.num_spawnablepersos > 0) { GameObject spawnableParent = new GameObject("Spawnable persos"); for (int i = 0; i < romLoader.level.num_spawnablepersos; i++) { detailedState = "Initializing spawnable persos: " + i + "/" + romLoader.level.num_spawnablepersos; await WaitIfNecessary(); OpenSpace.ROM.SuperObjectDynamic sod = romLoader.level.spawnablePersos.Value.superObjects[i]; GameObject sodGao = sod.GetGameObject(); if (sodGao != null) { ROMPersoBehaviour unityBehaviour = sodGao.GetComponent <ROMPersoBehaviour>(); unityBehaviour.controller = this; unityBehaviour.IsAlways = true; unityBehaviour.transform.SetParent(spawnableParent.transform); unityBehaviour.transform.position = new Vector3(i * 10, -1000, 0); unityBehaviour.transform.rotation = Quaternion.identity; unityBehaviour.transform.localScale = Vector3.one; if (!unityBehaviour.IsAlways) { SectorComponent sc = sectorManager.GetActiveSectorWrapper(unityBehaviour.transform.position); unityBehaviour.sector = sc; } else { unityBehaviour.sector = null; } unityBehaviour.Init(); var iteratorPerso = unityBehaviour.perso; // Of sound brain and AI model? if (iteratorPerso.brain?.Value?.aiModel?.Value != null) { var aiModel = iteratorPerso.brain.Value.aiModel.Value; // DsgVars if (iteratorPerso.brain?.Value?.dsgMem?.Value != null || aiModel.dsgVar?.Value != null) { DsgVarComponent dsgVarComponent = unityBehaviour.gameObject.AddComponent <DsgVarComponent>(); dsgVarComponent.SetPerso(iteratorPerso); } // Comports if (aiModel.comportsIntelligence.Value != null) { aiModel.comportsIntelligence.Value.CreateGameObjects("Rule", unityBehaviour.gameObject, iteratorPerso); } if (aiModel.comportsReflex.Value != null) { aiModel.comportsReflex.Value.CreateGameObjects("Reflex", unityBehaviour.gameObject, iteratorPerso); } } } } } } }