void Awake() { mState = eControllerState.eControllerState_CREATED; mDungeonView = this.gameObject.GetComponent <DungeonView>(); if (mDungeonView == null) { mDungeonView = this.gameObject.AddComponent <DungeonView>(); } mDungeonModel = this.gameObject.GetComponent <DungeonModel>(); if (mDungeonModel == null) { mDungeonModel = this.gameObject.AddComponent <DungeonModel>(); } m_questingParties = new Dictionary <string, GameObject>(); }
// Update is called once per frame void Update() { // TODO aherrera : create a method for this pls.. (something like "change state") if (mState == eControllerState.eControllerState_READY_TO_INITIALIZE) { CreateDungeonObject(); mState = eControllerState.eControllerState_ACTIVE; } // TODO aherrera : don't put this here // 1/29 moved this block from DungeomModel.Update -- still not here? foreach (GameObject go in m_questingParties.Values) { PartyController pc = go.GetComponent <PartyController>(); if (pc != null) { pc.InternalUpdate(); } } }
public void InitializeDungeon(GameObject main_canvas) { MainCanvas = main_canvas; mState = eControllerState.eControllerState_READY_TO_INITIALIZE; }