void Start() { ahc = (ActivitiesHandlerController)(activitiesHandler.GetComponent <MonoBehaviour>()); roomPositions.ChainAdd(Room.TOP_LEFT, (Vector2)tlPoint) .ChainAdd(Room.TOP_RIGHT, (Vector2)trPoint) .ChainAdd(Room.BOTTOM_LEFT, (Vector2)blPoint) .ChainAdd(Room.BOTTOM_RIGHT, (Vector2)brPoint); roomPaths .ChainAddLast(Room.TOP_LEFT) .ChainAddLast(Room.TOP_RIGHT) .ChainAddLast(Room.BOTTOM_RIGHT) .ChainAddLast(Room.BOTTOM_LEFT); roomStats.ChainAdd(Room.TOP_LEFT, new List <RoomStat>() { new RoomStat(ActivityVariety.OBLIGATION) }) .ChainAdd(Room.TOP_RIGHT, new List <RoomStat>() { new RoomStat(ActivityVariety.OBLIGATION) }) .ChainAdd(Room.BOTTOM_LEFT, new List <RoomStat>() { new RoomStat(ActivityVariety.PROBLEM) }) .ChainAdd(Room.BOTTOM_RIGHT, new List <RoomStat>() { new RoomStat(ActivityVariety.PROBLEM) }); }
void Start() { currentRoom = Room.BOTTOM_LEFT; state = State.STATIONARY; rb = GetComponent <Rigidbody2D>(); houseController = (HouseController)house.GetComponent <MonoBehaviour>(); cameraZoomController = (CameraZoomController)sceneCamera.GetComponent <MonoBehaviour>(); ahc = (ActivitiesHandlerController)activitiesHandler.GetComponent <MonoBehaviour>(); animator = GetComponent <Animator>(); }
void Start() { ahc = (ActivitiesHandlerController)activitiesHandler.GetComponent <MonoBehaviour>(); ahc.ReportBounds(this, type, new ActivityBounds( new Vector2(transform.position.x - widthInWorldUnits / 2, transform.position.y + heightInWorldUnits / 2) , new Vector2(transform.position.x + widthInWorldUnits / 2, transform.position.y - heightInWorldUnits / 2) )); warning.transform.position = transform.position; warning.SetActive(false); minigameHandlerObject = ahc.GetActivityHandlerObject(type); minigameHandlerObject.transform.position = new Vector3( engagementPosition.x, engagementPosition.y, minigameHandlerObject.transform.position.z ); minigameHandlerObject.SetActive(false); }