private void Setup(HavenLocationEvent templateArg) { eventId = templateArg.eventId; /*potentialLocations = new List<HavenLocation>(); * foreach (HavenLocation iterLoc in templateArg.potentialLocations) * { * potentialLocations.Add(iterLoc); * }*/ locatedSpot = templateArg.locatedSpot; associatedCharId = templateArg.associatedCharId; associatedWaifu = templateArg.associatedWaifu; associatedDaysOfWeek = new List <DayOfWeek>(); foreach (DayOfWeek iterDay in templateArg.associatedDaysOfWeek) { associatedDaysOfWeek.Add(iterDay); } requiredFlags = new List <string>(); foreach (string iterFlag in templateArg.requiredFlags) { requiredFlags.Add(iterFlag); } requiresAssociatedWaifuSexuallyComfortable = false; isRepeatable = templateArg.isRepeatable; focusesOnHcontent = templateArg.focusesOnHcontent; }
protected void PlayActivitesLocationDialogue(HavenLocation locationArg) { // if dialogue game coodrinator reference has NOT been setup yet if (_dialgGameCoord == null) { // setup vars that hold reference to component InitializeComponentReferences(); } _dialgGameCoord.PlayHavenLocationDialogue(locationArg); }
public static Sprite LoadBundleAssetHavenLocationActivityHubDialogueBackground( HavenLocation locationArg, TimeSlotType timeSlotArg) { // initialize bundle properties string BUNDLE_NAME = "HavenLocationActivityHubDialogueBackground"; string ASSET_NAME_PREFIX = $"loc-{locationArg.ToString()}/bg-"; // get start of name of asset to load string loadAssetName = ASSET_NAME_PREFIX + GetTimeDayIdAppend(timeSlotArg); // load and return asset return(LoadBundleAsset <Sprite>(BUNDLE_NAME, loadAssetName)); }
private void Setup() { eventId = "0"; //potentialLocations = new List<HavenLocation>(); locatedSpot = HavenLocation.None; associatedCharId = string.Empty; associatedWaifu = WaifuCharacterType.None; associatedDaysOfWeek = new List <DayOfWeek>(); requiredFlags = new List <string>(); requiresAssociatedWaifuSexuallyComfortable = false; isRepeatable = true; focusesOnHcontent = false; }
protected void SwitchToHavenLocationMenu(HavenLocation locationArg) { // switch to haven sub-menu associated with given location ((HavenMenuController)menuMaster).SwitchToHavenLocationMenu(locationArg); }
private void PlayActivitesLocationDialogue(HavenLocation locationArg) { _uiManager.DialgGameCoordr.PlayHavenLocationDialogue(locationArg); }
/// <summary> /// Switch to haven sub-menu associated with given location. /// </summary> /// <param name="locationArg"></param> public void SwitchToHavenLocationMenu(HavenLocation locationArg) { SwitchSubMenu(locationArg.ToString()); }
public void ChangeBackgroundL1FromHavenLocationActivityHub(HavenLocation locationArg, TimeSlotType timeSlotArg) { ChangeBackground(AssetRefMethods.LoadBundleAssetHavenLocationActivityHubDialogueBackground( locationArg, timeSlotArg), 1); }
/// <summary> /// Returns whether the given location is already used by an active event. /// </summary> /// <param name="locationArg"></param> /// <returns></returns> private bool ActiveEventsUsingLocation(HavenLocation locationArg) { return(todaysEvents.Exists(iterEvent => iterEvent.locatedSpot == locationArg)); }