Пример #1
0
    public void DropNewItem(Vector3 loc, Entity.EntityType type)
    {
        Item newItem = null;

        if (type == Entity.EntityType.Humanoid)
        {
            newItem = LootRandomizer.instance.DropLoot(aIL.averageILevel, 1);
        }
        else if (type == Entity.EntityType.Box)
        {
            newItem = LootRandomizer.instance.DropLoot(aIL.averageILevel, 2);
        }
        else if (type == Entity.EntityType.Chest)
        {
            newItem = LootRandomizer.instance.DropLoot(aIL.averageILevel, 3);
        }

        if (newItem == null)
        {
            return;
        }
        GameObject newObj = Database.hostInstance.allGameobjects[newItem.prefabIndex];

        SaveItem(newItem, newObj.name, loc);
    }
Пример #2
0
    public void PlayerBuyGood()
    {
        Transform row = EventSystem.current.currentSelectedGameObject.transform.parent.transform.parent;

        ResourceUtil.ResourceType type      = rows[row];
        Entity.EntityType         agentType = ResourceUtil.GetResourceByType(type).ProducedBy;
        Guild guild = townController.town.Guilds[agentType];

        float price = guild.Price;


        if (PlayerController.player.HasResource(type) == false)
        {
            PlayerController.player.AddResource(type);
        }

        if (PlayerController.player.ResourceInventory[type].Amount < PlayerController.player.ResourceInventory[type].Max)
        {
            guild.TransferResource(PlayerController.player, type, 1);
            PlayerController.player.TransferCurrency(guild, price);
            EventManager.TriggerEvent("UpdateCurrency");
        }


        Debug.Log(EventSystem.current.currentSelectedGameObject.name);
    }
Пример #3
0
 public void UseConfig(ChaserControllerConfig config)
 {
     if (config == null)
     {
         return;
     }
     ChaseDistance               = config.chaseDistance;
     WanderSpeedMultiplier       = config.wanderSpeedMultiplier;
     AggroRange                  = config.aggroRange;
     FramesSpentWandering        = config.framesSpentWandering;
     FramesSpentStillAfterWander = config.framesSpentStillAfterWander;
     WanderingFramesVariance     = config.wanderingFramesVariance;
     WanderingStartingCounter    = config.startingCounter;
     if (config.targettingType == TargettingModule.Technique.ByEntityType)
     {
         Entity.EntityType t = config.targetEntityType;
         _targettingModule.CheckEntityCallback = (callingEntity, entityBeingChecked) => {
             if (entityBeingChecked.IsDead)
             {
                 return(false);
             }
             if (!Behaviours.CheckIfEntityInSight(callingEntity, entityBeingChecked))
             {
                 return(false);
             }
             return(entityBeingChecked.Type == t);
         };
     }
 }
Пример #4
0
 /// <summary>
 /// Fire the weapon
 /// </summary>
 public void Fire(Entity.EntityType entityType)
 {
     if (nozzle != null)
     {
         BaseBullet obj = Instantiate(Details.BulletPrefab, nozzle.position, nozzle.rotation);
         obj.SetUp(Details.Damage, Details.BulletSpeed, entityType);
     }
 }
 /// <summary>
 /// Set up the bullet object
 /// </summary>
 /// <param name="dmg"></param>
 /// <param name="type"></param>
 public void SetUp(float dmg, float speed, Entity.EntityType type)
 {
     Type               = type;
     Damage             = dmg;
     Speed              = speed;
     Direction          = transform.up;
     Position           = transform.position;
     deathEffectListner = GetComponent <IDeathEffectListner>();
 }
Пример #6
0
    public GameObject GetEntity(EntityType type)
    {
        switch (type)
        {
        case EntityType.CREEPER:
            return(Creeper);

        case EntityType.COW:
            return(Cow);

        case EntityType.PIG:
            return(Pig);

        default:
            return(DefaultEntity);
        }
    }
Пример #7
0
    // todo: use reflection to generate this as a dictionary dynamically at runtime
    public GameObject GetEntityPrefab(EntityType type)
    {
        switch (type)
        {
        case EntityType.Creeper:
            return(Creeper);

        case EntityType.Cow:
            return(Cow);

        case EntityType.Pig:
            return(Pig);

        case EntityType.Player:
            return(Player);

        default:
            return(DefaultEntity);
        }
    }