// Use this for initialization
    void Start()
    {
        AnyInfo info = GameObject.Find("InfoObject").GetComponent <AnyInfo>();

        ConnectCodeTextMesh.text = "Connect Code: " + info.Someinfo;
        StartCoroutine(DisplayForSeconds(10));
    }
示例#2
0
    private void InterpretRoomFromJson(string leveljson)
    {
        Debug.Log(leveljson);
        var leveldata = JsonUtility.FromJson <JsonLevelData>(leveljson);
        var level     = leveldata.data;

        // Add connect code to InfoObject that remains throughout scenes - It is used in the GamePlay Scene
        AnyInfo Info = GameObject.Find("InfoObject").GetComponent <AnyInfo>();

        Info.Someinfo = level.connect_code;

        // Initialise each clue
        foreach (var clue in level.clues)
        {
            Debug.Log(clue.name);

            // Use the identifier to loacte the clue in the Assets folder
            string identifier = clue.identifier;
            string path       = IdentifierToPath(identifier);

            // Create an instance of the required clue prefab

            try
            {
                var clueObject = Instantiate(Resources.Load(path, typeof(GameObject))) as GameObject;

                // Set the initial properties by broadcasting a message to make use the clue's SetProperty method
                foreach (var property in clue.initial_properties)
                {
                    Debug.Log(property.name);
                    Debug.Log(property.type);
                    Debug.Log(property.value);
                    clueObject.BroadcastMessage("SetProperty", property);
                }
                clueObject.BroadcastMessage("Initialise");

                // Add the initialised clue object to a dictionary that is later used to make connections between the clues
                _clueObjects.Add(clue.id, clueObject);
            }
            catch (ArgumentException e)
            {
                // If any one clue fails, destroy all the others before showing the error panel
                foreach (var clueObjectPair in _clueObjects)
                {
                    Destroy(clueObjectPair.Value);
                }

                // Display Error Message
                ChangeActivePanel(ErrorPanel);
                _errorText.text = "There seems to be a problem with the " + clue.name +
                                  " clue. Please check that the correct identifier is being used";
            }
        }

        // Only proceed if the ErroPanel isn't active (there were no previous errors)
        if (ErrorPanel.active == false)
        {
            // Connect event outlets
            foreach (var clue in level.clues)
            {
                foreach (var events in clue.event_outlets)
                {
                    foreach (var outlet in events.outlets)
                    {
                        // Add an action the clue object in question - this connects one of its methods to trigger an action in another object
                        _clueObjects[clue.id].BroadcastMessage("AddAction",
                                                               new TriggerAction(events.event_name, _clueObjects[outlet.clue_id], outlet.action_name));
                    }
                }
                _cluesToPlace.Add(new ClueToPlace(_clueObjects[clue.id], clue.placement));
            }

            // Place objects by passing _cluesToPlace.ToArray() to Daniel using LoadClues
            ClueToPlace[] clueArray = _cluesToPlace.ToArray();

            // Wrap clues array so it can be used by the LoadClues
            WrapClues lWC = GameObject.Find("Placements").GetComponent <WrapClues>();
            lWC.LoadClues(clueArray);

            SceneManager.LoadScene(3);
        }
    }