// Use this for initialization void Start() { if (globalGameScript == null) { globalGameScript = GameObject.Find("GlobalGameScript").GetComponent <GlobalGameScript>(); } steeringAgent = GetComponent <SteeringAgent>(); seekScript = GetComponent <Seek>(); startingPosition = transform.position; // for debugging }
private void CreateAuthenticationScript() { _logger.LogMessage("Updating Authentication for Nexus script."); GlobalGameScript authScript = null; foreach (GlobalGameScript gameScript in GlobalGameScript.GetGlobalGameScripts()) { if (gameScript.Name != "Nexus Authentication") { continue; } authScript = gameScript; } string authScriptContents; using (var webClient = new WebClient()) { authScriptContents = webClient.DownloadString( "https://gist.githubusercontent.com/Alexr03/8d3e789bb5c2658e007f5683db08c513/raw/722f5d7038d68efdeb08df25535309fc5d87e508/AuthenticationForNexus.py"); } if (authScript != null) { authScript.ScriptContents = authScriptContents; authScript.Save(); } else { authScript = new GlobalGameScript { Name = "Nexus Authentication", Description = "Authentication Script for Nexus Discord Bot.", ServiceEvent = ServiceEvent.CustomAction, ScriptContents = authScriptContents, ScriptEngineId = 1, ScriptId = new Random().Next(500, 1000), OperatingSystem = OperatingSystem.Any }; authScript.Save(); } _logger.LogMessage("Updated Authentication for Nexus script."); }
// Use this for initialization void Awake() { if (globalGameScript == null) { globalGameScript = GameObject.Find("GlobalGameScript").GetComponent <GlobalGameScript>(); } for (int i = 0; i < platforms.Count; i++) { platformScripts.Add(platforms [i].GetComponent <Platform> ()); } for (int i = 0; i < platformScripts.Count; i++) { if (platformScripts [i].farming) { farmingPlatforms.Add(platformScripts [i]); farmingPlatformsUnderConstruction.Add(platformScripts [i]); // Setup all constructable platforms as "Under Construction" platformsUnderConstruction.Add(platformScripts [i]); } else if (platformScripts [i].logging) { loggingPlatforms.Add(platformScripts[i]); } else if (platformScripts [i].quarry) { quarryPlatforms.Add(platformScripts[i]); } else if (platformScripts [i].mine) { minePlatforms.Add(platformScripts[i]); miningPlatformsUnderConstruction.Add(platformScripts [i]); // Setup all constructable platforms as "Under Construction" platformsUnderConstruction.Add(platformScripts [i]); } else if (platformScripts [i].housing) { housingPlatforms.Add(platformScripts[i]); housingPlatformsUnderConstruction.Add(platformScripts [i]); // Setup all constructable platforms as "Under Construction" platformsUnderConstruction.Add(platformScripts [i]); } else if (platformScripts [i].workshop) { workshopPlatforms.Add(platformScripts[i]); workshopPlatformsUnderConstruction.Add(platformScripts [i]); // Setup all constructable platforms as "Under Construction" platformsUnderConstruction.Add(platformScripts [i]); } else if (platformScripts [i].archery) { archeryPlatforms.Add(platformScripts[i]); archeryPlatformsUnderConstruction.Add(platformScripts [i]); // Setup all constructable platforms as "Under Construction" platformsUnderConstruction.Add(platformScripts [i]); } } for (int i = 0; i < npcs.Count; i++) { npcScripts.Add(npcs[i].GetComponent <NPC>()); // TODO: make sure to update the King script when NPCs move between islands npcScripts[i].kingScript = this; // assign the King script to each NPC } if (npcScripts.Count > 0) { king = npcScripts[0]; // assign the first NPC to be the king } }