Exemplo n.º 1
0
    /// <summary>
    /// Sets up triggers.
    /// This function just SETS UP the triggers and
    /// where they should spawn.  The actual triggers are
    /// spawned from the DegradationUIManager.
    /// </summary>
    private void SetUpTriggers()
    {
        Debug.Log("SETTING UP TRIGGERS");
        // get list of available locations to spawn triggers
        List <ImmutableDataTriggerLocation> listAvailable = DataLoaderTriggerLocations.GetAvailableTriggerLocations("Bedroom");

        // get the number of triggers to spawn based on the previously uncleaned triggers and the new ones to spawn, with a max
        int numToSpawn = GetNumTriggersToSpawn();

        DataManager.Instance.GameData.Degradation.UncleanedTriggers = numToSpawn;
        List <ImmutableDataTriggerLocation> listChosen = ListUtils.GetRandomElements(listAvailable, numToSpawn);

        //create trigger data to be spawned
        for (int i = 0; i < listChosen.Count; i++)
        {
            ImmutableDataTriggerLocation location      = listChosen[i];
            ImmutableDataTrigger         randomTrigger = DataLoaderTriggers.GetRandomSceneTrigger("Bedroom");

            //spawn them at a pre defined location ID is the order in which the data are created
            degradationTriggers.Add(new DegradData(randomTrigger.ID, location.Partition, location.Position));
        }
        if (degradationTriggers.Count > 0)
        {
            AudioManager.Instance.backgroundMusic = "bgClinic";
            AudioManager.Instance.StartCoroutine("PlayBackground");
        }
        if (OnRefreshTriggers != null)
        {
            OnRefreshTriggers(this, EventArgs.Empty);
        }
    }
Exemplo n.º 2
0
    /// <summary>
    /// Gets the trigger location.
    /// </summary>
    /// <returns>The trigger location.</returns>
    /// <param name="id">Identifier.</param>
    /// <param name="scene">Scene.</param>
    public static ImmutableDataTriggerLocation GetTriggerLocation(string id, string scene)
    {
        instance.InitXMLLoader();

        ImmutableDataTriggerLocation data = null;
        Hashtable hashScene = instance.GetData <Hashtable>(scene);

        if (hashScene.ContainsKey(id))
        {
            data = (ImmutableDataTriggerLocation)hashScene[id];
        }
        else
        {
            Debug.LogError("No such trigger id " + id + " for scene " + scene);
        }

        return(data);
    }
Exemplo n.º 3
0
    protected override void XMLNodeHandler(string id, IXMLNode xmlNode, Hashtable hashData, string errorMessage)
    {
        ImmutableDataTriggerLocation data = new ImmutableDataTriggerLocation(id, xmlNode, errorMessage);

        string scene = data.Scene;

        if (!hashData.ContainsKey(scene))
        {
            hashData[scene] = new Hashtable();
        }

        Hashtable hashScenes = (Hashtable)hashData[scene];

        if (hashScenes.ContainsKey(id))
        {
            Debug.LogError("Duplicate trigger location id: " + id + " for " + scene);
        }
        else
        {
            hashScenes[id] = data;
        }
    }
Exemplo n.º 4
0
    /// <summary>
    /// Gets the available trigger locations for a scene.
    /// </summary>
    /// <returns>The available trigger locations.</returns>
    /// <param name="scene">Scene.</param>
    public static List <ImmutableDataTriggerLocation> GetAvailableTriggerLocations(string scene)
    {
        instance.InitXMLLoader();

        List <ImmutableDataTriggerLocation> list = new List <ImmutableDataTriggerLocation>();

        Hashtable hashScene = instance.GetData <Hashtable>(scene);

        foreach (DictionaryEntry entry in hashScene)
        {
            ImmutableDataTriggerLocation location = (ImmutableDataTriggerLocation)entry.Value;

            // check to make sure the partition of this trigger is unlocked; if it is, it's okay to add to the list
            int partition = location.Partition;
            if (GatingManager.Instance.HasActiveGate(partition) == false)
            {
                list.Add(location);
            }
        }

        return(list);
    }