Exemplo n.º 1
0
    ///<summary>
    ///Create anew character
    ///</summary>
    ///<param name="name">Character's name.</param>
    public Character(string name, bool enableOnStart = true)
    {
        CharacterManagement cm     = CharacterManagement.Instance;
        GameObject          prefab = (GameObject)Resources.Load($"Characters/Character[{name}]"); //get character prefab
        GameObject          ob     = GameObject.Instantiate(prefab, cm.CharacterPanel);           //instantiate character under character panel

        root          = ob.GetComponent <RectTransform>();
        CharacterName = name;

        //get all the renderers
        renderers.renderer = ob.GetComponentInChildren <RawImage>();
        if (IsMultiLayerCharacter)
        {
            renderers.bodyRenderer       = ob.transform.Find("Body").GetComponent <Image>();
            renderers.expressionRenderer = ob.transform.Find("Expression").GetComponent <Image>();
        }
        dialogue = DialogueSystem.Instance;
        Enabled  = enableOnStart;
    }
    //Stop transition

    public Character(string _name, bool enableOnStart = true)
    {
        CharacterManagement cm     = CharacterManagement.instance;
        GameObject          prefab = Resources.Load <GameObject>("Characters/Character[" + _name + "]");
        GameObject          ob     = GameObject.Instantiate(prefab, cm.characterPanel);

        root          = ob.GetComponent <RectTransform>();
        characterName = _name;

        renderers.renderer = ob.GetComponentInChildren <RawImage>();
        if (isMultiLayerCharacter)
        {
            renderers.bodyRenderer       = ob.transform.Find("BodyLayer").GetComponentInChildren <Image>();
            renderers.expressionRenderer = ob.transform.Find("ExpressionLayer").GetComponentInChildren <Image>();
            renderers.allBodyRenderers.Add(renderers.bodyRenderer);
            renderers.allBodyRenderers.Add(renderers.expressionRenderer);
        }
        dialogue = DialogueSystem.instance;

        enabled = enableOnStart;
    }
        private int SaveCharacter(Character character)
        {
            var result     = 0;
            var management = new CharacterManagement();
            var database   = new DBGameDatabase();
            var dbError    = database.Open();

            if (dbError.Number > 0)
            {
                Global.WriteLog(LogType.System, $"Failed to save Character Id: {character.CharacterId}", LogColor.Red);
                Global.WriteLog(LogType.System, $"Error Number: {dbError.Number}", LogColor.Red);
                Global.WriteLog(LogType.System, $"Error Message: {dbError.Message}", LogColor.Red);
            }
            else
            {
                management.SaveCharacter(ref database, character);
                database.Close();

                result = 1;
            }

            return(result);
        }
 void Awake()
 {
     instance = this;
 }
Exemplo n.º 5
0
 void Start()
 {
     m_referenceToCharacterMovement = GetComponent<CharacterManagement>();
     m_refToCollisionWithDeathZones = GetComponent<CollisionWithDeathZones>();
 }
 private void Awake()
 {
     Instance = this;
 }