/// <summary> /// Called when the character changes rooms. /// </summary> /// <param name="departingRoom">The departing room.</param> /// <param name="arrivalRoom">The arrival room.</param> protected virtual void OnRoomChanged(ITravelDirection direction, DefaultRoom departingRoom, DefaultRoom arrivalRoom) { EventHandler <OccupancyChangedEventArgs> handler = this.RoomChanged; if (handler == null) { return; } handler(this, new OccupancyChangedEventArgs(this, direction, departingRoom, arrivalRoom)); }
public void InitializeRoom(int defaultRoomIndex) { DefaultRoom roomSettings = defaultRooms[defaultRoomIndex]; //load Scene PhotonNetwork.LoadLevel(roomSettings.sceneIndex); //create room RoomOptions roomOptions = new RoomOptions(); roomOptions.MaxPlayers = (byte)roomSettings.maxPlayer; roomOptions.IsVisible = true; roomOptions.IsOpen = true; PhotonNetwork.JoinOrCreateRoom(roomSettings.Name, roomOptions, TypedLobby.Default); }
/// <summary> /// Moves this character to the given room going in the specified direction. /// </summary> /// <param name="directionEnteringFrom">The direction.</param> /// <param name="newRoom">The new room.</param> public void Move(ITravelDirection directionEnteringFrom, DefaultRoom newRoom) { this.CurrentRoom = newRoom; this.OnRoomChanged(directionEnteringFrom, this.CurrentRoom, newRoom); }
/// <summary> /// Constructs the world. /// </summary> /// <param name="game">The game.</param> private async Task ConstructWorld(IGame game) { // Set up the Room var bedroom = new DefaultRoom { IsEnabled = true }; var hallway = new DefaultRoom { IsEnabled = true }; // Set up the Zone var weatherStates = new List <IWeatherState> { new ClearWeather(), new RainyWeather(), new ThunderstormWeather() }; DefaultZone zone = new DefaultZone(); zone.Name = "Country Side"; zone.Rooms = new List <DefaultRoom>() { bedroom }; zone.WeatherStates = weatherStates; zone.WeatherUpdateFrequency = 6; zone.WeatherChanged += (sender, weatherArgs) => Console.WriteLine($"{zone.Name} zone weather has changed to {weatherArgs.CurrentState.Name}"); DefaultZone zone2 = new DefaultZone(); zone2.Name = "Castle Rock"; zone2.Rooms = new List <DefaultRoom> { hallway }; zone2.WeatherStates = weatherStates; zone2.WeatherUpdateFrequency = 2; zone2.WeatherChanged += (sender, weatherArgs) => Console.WriteLine($"{zone2.Name} zone weather has changed to {weatherArgs.CurrentState.Name}"); // Set up the World. IWorld world = new DefaultWorld(); world.GameDayToRealHourRatio = 0.4; world.HoursPerDay = 10; world.Name = "Sample World"; world.SetNotificationManager(game.NotificationCenter); var morningState = new TimeOfDayState { Name = "Morning", StateStartTime = new TimeOfDay { Hour = 2 } }; var afternoonState = new TimeOfDayState { Name = "Afternoon", StateStartTime = new TimeOfDay { Hour = 5 } }; var nightState = new TimeOfDayState { Name = "Night", StateStartTime = new TimeOfDay { Hour = 8 } }; world.AddTimeOfDayState(morningState); world.AddTimeOfDayState(afternoonState); world.AddTimeOfDayState(nightState); world.TimeOfDayChanged += World_TimeOfDayChanged; // Set up the Realm. DefaultRealm realm = new DefaultRealm(world, new TimeOfDay { Hour = 3, HoursPerDay = 10 }); realm.TimeZoneOffset = new TimeOfDay { Hour = 3, Minute = 10, HoursPerDay = world.HoursPerDay }; realm.Name = "Realm 1"; realm.SetNotificationManager(game.NotificationCenter); // Initialize the environment. Task task = world.Initialize(); task.Wait(); await world.AddRealmToWorld(realm); realm.AddZoneToRealm(zone); realm.AddZoneToRealm(zone2); await game.AddWorld(world); }