public void SetUp(GameObject ground, ScenarioData scenInfo, IntPoint2D loc) { // scenario = ground.GetComponent("ScenarioMgr") as ScenarioMgr; walkerPool = ground.GetComponent("WalkerPool") as WalkerPool; popMgr = ground.GetComponent("PopulationManager") as PopulationManager; scenarioInfo = scenInfo; buildingTile = loc; numWorkers = 0; StartCoroutine("GetWorkers"); StartCoroutine("Distribute"); }
public void GetGoods(IntPoint2D startingTile, Stack <IntPoint2D> path, StoreManager storeMgr, ScenarioData scenarioInfo) { GameObject level = GameObject.FindWithTag("GameController"); WalkerPool pool = level.GetComponent("WalkerPool") as WalkerPool; GameObject citizen = pool.GetCitizen(startingTile, ScenarioMgr.Direction.Up); CitizenManager citMgr = citizen.GetComponent("CitizenManager") as CitizenManager; citMgr.SetUp(scenarioInfo, startingTile, ScenarioMgr.Direction.Up, path, storeMgr, this); }
void Awake() { _spawnAudioSource = GetComponent <AudioSource>(); _spawnInterval = TotalSpawnTime / SpawnAmount; _walkerContainerRef = new GameObject(); _walkerContainerRef.name = "WalkerContainer"; _beaconRotator = GetComponentInChildren <Random3DRotation>(); _burstTimer = 0f; _burstsDone = 0; _walkerPool = GetComponent <WalkerPool>(); }
// Use this for initialization void Start() { Debug.Log("in PopulationManager start"); homeless = population; workforce = (int)(population * workforcePercentage); employed = 0; unfilledWorkerRequests = 0; startTile = new IntPoint2D(citizenEntryX, citizenEntryY); houseCollection = new Dictionary <IntPoint2D, HouseManager> (); homelessCollection = new Queue <CitizenManager> (); walkerPool = gameObject.GetComponent("WalkerPool") as WalkerPool; ScenarioMgr scenMgr = gameObject.GetComponent("ScenarioMgr") as ScenarioMgr; scenario = scenMgr.GetInfo(); StartCoroutine("InitPopulation"); }