public void Setup(MyRoomData data) { this.mydata = data; this.roomName.text = data.room_name; GameObject newOffice = (GameObject)GameObject.Instantiate(targetPrefab); newOffice.transform.position = new Vector3(mydata.xCoord, mydata.yCoord, mydata.zCoord); targetDestination = newOffice.transform; RoomObject prefab = newOffice.GetComponent <RoomObject>(); prefab.Setup(data); GameObject child = newOffice.transform.GetChild(0).gameObject; TextMeshPro roomName = child.GetComponent <TextMeshPro>(); roomName.text = data.room_name; if (data.location == "B") { newOffice.layer = 12; child.layer = 12; } else if (data.location == "G") { newOffice.layer = 13; child.layer = 13; } else if (data.location == "S") { newOffice.layer = 14; child.layer = 14; } }
void Awake() { //Initialize references levMan = transform.parent.gameObject; roomdata = gameObject.GetComponent <MyRoomData>(); //Spawn parents to contain the various prefabs to be spawned, to keep the hierarchy clean SpawnFillerParents(); }
private void Assignpersonnel(MyRoomData roomData) { foreach (GameObject person in personObjects) { var personData = person.GetComponent <PersonPrefab>().data; if (roomData.room_name == personData.assigned_office_name) { person.transform.SetParent(activePanel, false); } } }
private void RegisterMouseInput() { // Dragging me?? if (IsSelected && MapEditor.IsDraggingSelectedRoomTiles()) { // Update my RoomData's PosGlobal!! Vector2 newPosGlobal = MapEditor.MousePosWorldDraggingGrid(mouseClickOffset); MyRoomData.SetPosGlobal(newPosGlobal); ApplyPosition(); } }
void Awake() { //Initialize references myRoom = transform.parent.gameObject; roomData = myRoom.GetComponent <MyRoomData>(); //Set the number of lasers to be spawned in my room //Needs to be updated to the new refactoring standards spawnCount = roomData.howManyLasers /*10*/; //Spawn parents to contain the various prefabs to be spawned, to keep the hierarchy clean SpawnComponentParents(); }
void Awake() { levMan = GameObject.Find("LevelManager").GetComponent <LevelManager>(); myParentRoomData = transform.parent.GetComponent <MyRoomData>(); pMove = GameObject.FindWithTag("Player").GetComponent <PlayerMove> (); if (myParentRoomData.hasLasers) { laserParent = transform.parent.Find("LaserParent").gameObject; } else { lasersAlreadyDisabled = true; } }
public void MoveToDestination(Transform target, MyRoomData data) { ReloadPersonnel(); agent.isStopped = false; this.target = target; this.roomData = data; roomName.text = data.room_name; roomDesc.text = data.room_desc; agent.SetDestination(target.position); if (CheckPersonnelCount(data)) { menuController.ShowPersonnelPanel(); Assignpersonnel(data); } else { menuController.HidePersonnelPanel(); } }
private bool CheckPersonnelCount(MyRoomData data) { int count = 0; foreach (GameObject person in personObjects) { var personData = person.GetComponent <PersonPrefab>().data; if (data.room_name == personData.assigned_office_name) { count++; } } if (count > 0) { return(true); } else { return(false); } }
private void OnTriggerEnter(Collider other) { if (other.gameObject.tag == "Player") { if (!done) { MyRoomData otherData = other.gameObject.GetComponent <RoomObject>().data; if (CheckPersonnelCount(otherData)) { foreach (GameObject person in personObjects) { MyPersonData personData = person.GetComponent <PersonPrefab>().data; if (otherData.id == personData.id) { person.transform.SetParent(activePanel, false); } } menuController.ShowPersonnelPanel(); } else { menuController.HidePersonnelPanel(); } roomName.text = otherData.room_name; roomDesc.text = otherData.room_desc; menuController.ShowRoomInfo(); done = true; } } else if (other.gameObject.tag == "GroundFloor") { if (groundF) { var newMask = oldMask & ~(1 << 13); newMask = newMask & ~(1 << 9); newMask = newMask | (1 << 8); newMask = newMask | (1 << 12); miniMap.cullingMask = newMask; groundF = false; ShowFurniture("Basement"); } else { var newMask = oldMask & ~(1 << 8); newMask = newMask & ~(1 << 12); newMask = newMask | (1 << 9); newMask = newMask | (1 << 13); miniMap.cullingMask = newMask; groundF = true; ShowFurniture("Ground"); } } else if (other.gameObject.tag == "SecondFloor") { if (secondF) { var newMask = oldMask & ~(1 << 10); newMask = newMask & ~(1 << 14); newMask = newMask | (1 << 9); newMask = newMask | (1 << 13); miniMap.cullingMask = newMask; groundF = true; secondF = false; ShowFurniture("Ground"); } else { var newMask = oldMask & ~(1 << 13); newMask = newMask & ~(1 << 9); newMask = newMask | (1 << 10); newMask = newMask | (1 << 14); miniMap.cullingMask = newMask; groundF = false; secondF = true; ShowFurniture("Second"); } } else if (other.gameObject.tag == "Entrance") { var newMask = oldMask & ~(1 << 8); newMask = newMask & ~(1 << 12); newMask = newMask | (1 << 9); newMask = newMask | (1 << 13); miniMap.cullingMask = newMask; groundF = true; ShowFurniture("Ground"); } }
public void Setup(MyRoomData data) { this.data = data; }
void Awake() { //Initialize references levMan = GameObject.FindWithTag("LevelManager").GetComponent <LevelManager>(); roomData = transform.parent.GetComponentInParent <MyRoomData>(); }