示例#1
0
    void OnEnable()
    {
        // First thing is to se the singleton reference, many things will use this, and this object spawns pretty much everything
        instance = this;

        if(textureManager == null) {
            Debug.LogError("WorldManager Does not have a texture manager assigned! Please add one as a child and assign it to the world manager in the inspector!");
        }

        // Start by loading all data
        craftingItemState = ItemUtility.LoadCraftingItems(craftingItemFile);
        if(craftingItemState == null) {
            Debug.Log("ERROR! No crafting items found at " + craftingItemFile);
        }

        wearableItemState = ItemUtility.LoadWearableItems(wearableItemFile);
        if(wearableItemState == null) {
            Debug.Log("ERROR! No wearable items found at " + wearableItemFile);
        }

        textUtility = ProceduralTextUtility.LoadTextTypes(textSourceFile);
        if(textUtility == null) {
            Debug.Log("ERROR! No procedural text source file found at " + textSourceFile);
        }

        dieties = new Diety[NUM_DIETIES];
        for(int i = 0; i < NUM_DIETIES; i++) {
            string prefix = "";
            string title = "";
            string suffix = "";

            textUtility.GenerateCompleteName(ref prefix, ref title, ref suffix);

            Diety d = new Diety(prefix, title, suffix);
            dieties[i] = d;
        }

        // Next grabs the world generator, which should be attached to the world manager object
        worldGenerator = GetComponent<WorldGenerator>();
        if(worldGenerator == null) {
            Debug.LogWarning("WARNING! No world generator found on "+name+". No terrain will be created!");
        }

        // Grab the gramlin manager: this isnt suuuuper critical, but the game really doesnt work without it
        lootGremlinSpawnManager = GetComponent<LootGremlinSpawner>();
        if(worldGenerator == null) {
            Debug.LogWarning("WARNING! No LootGremlinSpawner found on " + name + ". No Loot gremlins will be spawned!");
        }

        uiManager = new UI_Manager();

        objectPool = new ObjectPool();

        sunLight = (Light)Instantiate(sunPrototype, new Vector3(0.0f, 0.0f, -10.0f), Quaternion.identity);
        maxSunIntensity = sunLight.intensity;

        // attempt to load game state, if it exists, otherwise create a new one
        gameState = GameStateUtility.LoadGameState(saveLocation);
        if(gameState == null) {
            gameState = new GameStateUtility();
            GameStateUtility.SaveGameState(saveLocation, gameState);
        }

        if(playerPrototype == null) {
            Debug.LogError("Player prototype is not set, cannot initialize game!");
            return;
        }
        playerStartLocation = worldGenerator.GeneratorOrigin();
        playerCharacter = (Player)Instantiate(playerPrototype, playerStartLocation, Quaternion.identity);

        // Assign the state that was loaded
        if(gameState.playerState != null) {
            playerCharacter.SetState(gameState.playerState);
        }
        else {
            Debug.Log("ERROR! Player state was not loaded / created in the game state!");
        }

        if(worldGenerator != null) {
            worldGenerator.StartGeneratingWorld(playerCharacter);
        }

        // Instaniate all of the background layers from prototypes: they are self managing
        foreach(ParallaxBackground bg in backGroundSet) {
            Instantiate(bg.gameObject);
        }

        // Fill out the ability object map with the editor assigned objects, mapped to names
        abilityObjectMap = new Dictionary<string, GameObject>();
        foreach(GameObject obj in spawnableObjects) {
            if(obj != null) {
                abilityObjectMap.Add(obj.name, obj);
            }
        }

        pawnsOnScreen = new List<Pawn>();
    }
示例#2
0
    void OnEnable()
    {
        // First thing is to se the singleton reference, many things will use this, and this object spawns pretty much everything
        instance = this;

        if (textureManager == null)
        {
            Debug.LogError("WorldManager Does not have a texture manager assigned! Please add one as a child and assign it to the world manager in the inspector!");
        }

        // Start by loading all data
        craftingItemState = ItemUtility.LoadCraftingItems(craftingItemFile);
        if (craftingItemState == null)
        {
            Debug.Log("ERROR! No crafting items found at " + craftingItemFile);
        }

        wearableItemState = ItemUtility.LoadWearableItems(wearableItemFile);
        if (wearableItemState == null)
        {
            Debug.Log("ERROR! No wearable items found at " + wearableItemFile);
        }

        textUtility = ProceduralTextUtility.LoadTextTypes(textSourceFile);
        if (textUtility == null)
        {
            Debug.Log("ERROR! No procedural text source file found at " + textSourceFile);
        }

        dieties = new Diety[NUM_DIETIES];
        for (int i = 0; i < NUM_DIETIES; i++)
        {
            string prefix = "";
            string title  = "";
            string suffix = "";

            textUtility.GenerateCompleteName(ref prefix, ref title, ref suffix);

            Diety d = new Diety(prefix, title, suffix);
            dieties[i] = d;
        }

        // Next grabs the world generator, which should be attached to the world manager object
        worldGenerator = GetComponent <WorldGenerator>();
        if (worldGenerator == null)
        {
            Debug.LogWarning("WARNING! No world generator found on " + name + ". No terrain will be created!");
        }

        // Grab the gramlin manager: this isnt suuuuper critical, but the game really doesnt work without it
        lootGremlinSpawnManager = GetComponent <LootGremlinSpawner>();
        if (worldGenerator == null)
        {
            Debug.LogWarning("WARNING! No LootGremlinSpawner found on " + name + ". No Loot gremlins will be spawned!");
        }

        uiManager = new UI_Manager();

        objectPool = new ObjectPool();

        sunLight        = (Light)Instantiate(sunPrototype, new Vector3(0.0f, 0.0f, -10.0f), Quaternion.identity);
        maxSunIntensity = sunLight.intensity;

        // attempt to load game state, if it exists, otherwise create a new one
        gameState = GameStateUtility.LoadGameState(saveLocation);
        if (gameState == null)
        {
            gameState = new GameStateUtility();
            GameStateUtility.SaveGameState(saveLocation, gameState);
        }

        if (playerPrototype == null)
        {
            Debug.LogError("Player prototype is not set, cannot initialize game!");
            return;
        }
        playerStartLocation = worldGenerator.GeneratorOrigin();
        playerCharacter     = (Player)Instantiate(playerPrototype, playerStartLocation, Quaternion.identity);

        // Assign the state that was loaded
        if (gameState.playerState != null)
        {
            playerCharacter.SetState(gameState.playerState);
        }
        else
        {
            Debug.Log("ERROR! Player state was not loaded / created in the game state!");
        }

        if (worldGenerator != null)
        {
            worldGenerator.StartGeneratingWorld(playerCharacter);
        }

        // Instaniate all of the background layers from prototypes: they are self managing
        foreach (ParallaxBackground bg in backGroundSet)
        {
            Instantiate(bg.gameObject);
        }

        // Fill out the ability object map with the editor assigned objects, mapped to names
        abilityObjectMap = new Dictionary <string, GameObject>();
        foreach (GameObject obj in spawnableObjects)
        {
            if (obj != null)
            {
                abilityObjectMap.Add(obj.name, obj);
            }
        }

        pawnsOnScreen = new List <Pawn>();
    }