Пример #1
0
    void go(Sheriff agent, eLocation loc)
    {
        GameObject g = GameObject.Find(loc.ToString());

        agent.toLoc = new Vector2(g.transform.position.x, g.transform.position.z);
        agent.CreateSpeechBubble("Goin' to " + loc.ToString());
        agent.path = agent.aStar();
    }
Пример #2
0
    void go(Outlaw agent, eLocation loc)
    {
        arrived        = false;
        goinOutlawCamp = (loc == eLocation.OutlawCamp) ? true : false;
        index          = 0;
        GameObject g = GameObject.Find(loc.ToString());

        agent.toLoc = new Vector2(g.transform.position.x, g.transform.position.z);
        agent.CreateSpeechBubble("Goin' to " + loc.ToString());
        agent.path = agent.aStar();
    }
Пример #3
0
    //=====================================================

    private string GetLocationName(eLocation targetLocation)
    {
        switch (targetLocation)
        {
        case eLocation.NULL:
        case eLocation.NUM_PUZZLE_LOCATIONS:
        case eLocation.MAIN_HALL:
            return("MainHall");

        case eLocation.COMMON_ROOM:
            return("CommonRoom");

        case eLocation.BOSS_ROOM:
            return("BossRoom01");

        case eLocation.REFECTORY:
            return("RefectoryRoom");

        case eLocation.TRADING_CARD_ROOM:
            return("TradingCardsRoom");

        case eLocation.HIGHSCORES_ROOM:
            return("HighScoresRoom");

        case eLocation.CLOTHING_ROOM:
            return("ClothingRoom");

        default:                        // Puzzle Rooms
            var loc   = targetLocation.ToString();
            var index = loc.Substring(loc.Length - 2);
            //Debug.Log( "Room index: " + index );
            return("PuzzleRoom" + index);
        }
    }
Пример #4
0
    //=====================================================

    public void SetNextLocation(eLocation target, bool registerForCutscene = true)
    {
        // Store current location as previous for use with alternate spawn-points in target room e.g. Main Hall
        _lastLocation   = _targetLocation;
        _targetLocation = target;

        // If we have a valid start time for the last location then upload an analytics event
        // showing how long we've been in that location for
        if (_lastLocationStartTime > 0.0f)
        {
            var timeElapsed = Mathf.Clamp(Time.time - _lastLocationStartTime, 0.0f, 3600.0f);

            var eventDictionary = new Dictionary <string, object>();
            eventDictionary["locationID"] = _lastLocation.ToString();
            eventDictionary["timeSpent"]  = timeElapsed;
            Analytics.CustomEvent("VisitLocation", eventDictionary);
        }
        _lastLocationStartTime = Time.time;

        // Wait for cutscene completion before loading next scene (fade-out triggered by a door or CutsceneManager)
        if (registerForCutscene)
        {
            CutsceneManager.CutsceneCompleteEvent += OnCutsceneCompleteEvent;
        }
    }