public void OnCreateNewUser(string mName,GameObject newUser,UserType type,int door){ newUser.transform.position = entrances [door].transform.position; FestivalUser userInfo = new FestivalUser (); userInfo.userType = type; userInfo.ID = users.Count; userInfo.name = mName; userInfo.animInfo = usersData.Find (ud => ud.userType == type); newUser.GetComponent<FestivalUserBehaviour> ().Init (entrances [door], userInfo); }
public void OnCreateNewUser(string mName, GameObject newUser, UserType type, int door) { newUser.transform.position = entrances [door].transform.position; FestivalUser userInfo = new FestivalUser(); userInfo.userType = type; userInfo.ID = users.Count; userInfo.name = mName; userInfo.animInfo = usersData.Find(ud => ud.userType == type); newUser.GetComponent <FestivalUserBehaviour> ().Init(entrances [door], userInfo); }
// Use this for initialization public void Init (EntranceInfo mEntrance,FestivalUser data) { currentPoint = 0; entrance = mEntrance; mState = FestivalUserState.FollowingDirection; currentDirection = mEntrance.entranceDirection; transform.up = currentDirection; _Data = data; followPoints = new List<Vector2> (); InitLine (); StartCoroutine ("FollowBehaviour"); mSkeletonAnimation.state.SetAnimation (0,_Data.animInfo.walk_anim, true); nameLabel = (Instantiate (nameLabel_prefab) as GameObject).GetComponent<UILabel> (); nameLabel.GetComponent<FollowPlayer> ().target = transform; nameLabel.text = _Data.name; controlState = UserControlState.Continue; }
// Use this for initialization public void Init(EntranceInfo mEntrance, FestivalUser data) { currentPoint = 0; entrance = mEntrance; mState = FestivalUserState.FollowingDirection; currentDirection = mEntrance.entranceDirection; transform.up = currentDirection; _Data = data; followPoints = new List <Vector2> (); InitLine(); StartCoroutine("FollowBehaviour"); mSkeletonAnimation.state.SetAnimation(0, _Data.animInfo.walk_anim, true); nameLabel = (Instantiate(nameLabel_prefab) as GameObject).GetComponent <UILabel> (); nameLabel.GetComponent <FollowPlayer> ().target = transform; nameLabel.text = _Data.name; controlState = UserControlState.Continue; }