示例#1
0
// Use this for initialization
    void Start()
    {
        string[] lines = namesList.text.Split('\n');
        availableNames = new List <string>(lines);
        checkedGuests  = new List <Ghuest>();
        string[]      colors       = colorsList.text.Split('-');
        List <string> colorStrings = new List <string>(colors);

        foreach (string s in colorStrings)
        {
            Color c = Color.white;
            ColorUtility.TryParseHtmlString(s, out c);
            availableColors.Add(c);
        }
        int tmpIndexCheck = 0;

        foreach (Ghuest ch in customGuests)
        {
            ch.events = NarrativeUI.ParseAvailableEventsForGhuest(ch.mainKnot);
            if (ch.name == String.Empty)
            {
                ch.name = getRandomName(true);
            }

            ch.indexCheckin = tmpIndexCheck;
            tmpIndexCheck  += UnityEngine.Random.Range(2, 4);
        }

        availablePhonecallNames = new List <string>();
        MapKnotName             = new Dictionary <string, string>();
        triggerTimer            = 50.0f;
    }
示例#2
0
文件: Game.cs 项目: cyndrdev/myah
    void Awake()
    {
        if (Instance != null)
        {
            throw new System.Exception();
        }

        Instance = this;

        Storage   = soup.GetComponentInChildren <FloppyArm>();
        Narrative = story.GetComponent <Narrative>();
        UI        = ui.GetComponent <NarrativeUI>();
    }
示例#3
0
    // Use this for initialization
    void Awake()
    {
        Cursor.visible = false;
        baseRoomPool = new ObjectPool<MyGameRoom> (baseRoomPrefab);
        floorDomePool = new ObjectPool<Transform> (floorDomePrefab);
        floorSpikePool = new ObjectPool<Transform> (floorSpikePrefab);
        ceilingOpenPool = new ObjectPool<Transform> (ceilingOpenPrefab);
        ceilingClosedPool = new ObjectPool<Transform> (ceilingClosedPrefab);
        ceilingDomePool = new ObjectPool<Transform> (ceilingOpenPrefab);
        ceilingSpikePool = new ObjectPool<Transform> (ceilingSpikePrefab);
        wallPool = new ObjectPool<Transform> (wallPrefab);
        doorPool = new ObjectPool<Transform> (doorPrefab);
        bridgePool = new ObjectPool<Transform> (bridgePrefab);
        portalPool = new ObjectPool<Transform> (portalPrefab);
        lightPool = new ObjectPool<Transform> (lightPrefab);
        torchPool = new ObjectPool<Transform> (torchPrefab);
        narrativePool = new ObjectPool<Transform> (narrativePrefab);

        decalPool = new List<ObjectPool<Transform>> ();
        rooms = new List<MyGameRoom> ();
        for (int i = 0; i < centerDecalPrefabs.Length; i++) {
            decalPool.Add (new ObjectPool<Transform> (centerDecalPrefabs[i]));
        }
        skybox = RenderSettings.skybox;

        if (windSound == null) {
            windSound = Instantiate (windSoundPrefab) as AudioSource;
            DontDestroyOnLoad (windSound.gameObject);
        }
        if (narrationUI == null) {
            narrationUI = Instantiate (narrationUIPrefab) as NarrativeUI;
            DontDestroyOnLoad (narrationUI.gameObject);
        }
        if (eventSys == null) {
            eventSys = Instantiate (eventSysPrefab) as EventSystem;
            DontDestroyOnLoad (eventSys.gameObject);
        }
        // DontDestroyOnLoad (this.gameObject);
        // DontDestroyOnLoad (windSound.gameObject);

        GenerateScene ();
    }
示例#4
0
 void Awake()
 {
     _ui       = this;
     _inkStory = new Story(storyJSON.text);
 }
示例#5
0
 public Ghuest(string n, string knot)
 {
     name     = n;
     mainKnot = knot;
     events   = NarrativeUI.ParseAvailableEventsForGhuest(knot);
 }