public IntegratedAuthoringToolAsset()
 {
     m_dialogues   = new DialogActionDictionary();
     Characters    = new List <RolePlayCharacterAsset>();
     WorldModel    = new WorldModelAsset();
     eventTriggers = new EventTriggers();
 }
        public IntegratedAuthoringToolAsset()
        {
            m_dialogues        = new DialogActionDictionary();
            m_characterSources = new List <CharacterSourceDTO>();
            m_worldModelSource = new WorldModelSourceDTO();

            eventTriggers = new EventTriggers();
        }
예제 #3
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        public void SetObjectData(ISerializationData dataHolder, ISerializationContext context)
        {
            ScenarioName = dataHolder.GetValue <string>("ScenarioName");

            ScenarioDescription = dataHolder.GetValue <string>("Description");
            var relativePath = dataHolder.GetValue <string>("WorldModelSource");

            if (relativePath != null)
            {
                m_worldModelSource = new WorldModelSourceDTO()
                {
                    Source = ToAbsolutePath(relativePath), RelativePath = null
                }
            }
            ;

            //Load Character Sources
            m_characterSources = new List <CharacterSourceDTO>();
            var charArray = dataHolder.GetValue <string[]>("CharacterSources");

            if (charArray != null)
            {
                for (int i = 0; i < charArray.Length; i++)
                {
                    m_characterSources.Add(new CharacterSourceDTO {
                        Id = i, Source = charArray[i]
                    });
                }
            }


            //Load Agent Dialogues
            m_dialogues = new DialogActionDictionary();
            var agentDialogueArray = dataHolder.GetValue <DialogueStateActionDTO[]>("Dialogues");

            if (agentDialogueArray != null)
            {
                foreach (var d in agentDialogueArray.Select(dto => new DialogStateAction(dto)))
                {
                    m_dialogues.AddDialog(d);
                }
            }
        }
        public void SetObjectData(ISerializationData dataHolder, ISerializationContext context)
        {
            ScenarioName = dataHolder.GetValue <string>("ScenarioName");

            ScenarioDescription = dataHolder.GetValue <string>("Description");

            //Load Agent Dialogues
            m_dialogues = new DialogActionDictionary();
            var agentDialogueArray = dataHolder.GetValue <DialogueStateActionDTO[]>("Dialogues");

            if (agentDialogueArray != null)
            {
                foreach (var d in agentDialogueArray.Select(dto => new DialogStateAction(dto)))
                {
                    m_dialogues.AddDialog(d);
                }
            }
            Characters = dataHolder.GetValue <RolePlayCharacterAsset[]>("Characters");
            WorldModel = dataHolder.GetValue <WorldModelAsset>("WorldModel");
        }