示例#1
0
    void Start()
    {
        GameObject door = GameObject.FindGameObjectWithTag("Door");

        tSystem = door.GetComponent <TimeSystem>();
        nSystem = gameObject.GetComponent <NourishmentSystem>();
        pInfo   = FindObjectOfType <Canvas>();
        player  = FindObjectOfType <Player>();
    }
示例#2
0
    void Start()
    {
        Debug.Log(tuFlowchart.GetVariable("isDone"));
        player.fAmount     = 2;
        player.wAmount     = 3;
        tSystem.isTutorial = true;
        GameObject p           = Resources.Load <GameObject>("Prefabs/Plant");
        GameObject plantObject = Instantiate(p);

        plant = plantObject.GetComponent <Plant>();
        plant.transform.position = new Vector3(5.81f, -1.38f, -5f);
        plant.flowchart          = tuFlowchart;
        nSystem = plant.GetComponent <NourishmentSystem>();
        plant.SyncWaterAndFertilizer(nSystem.water, nSystem.fertilizer);
    }
示例#3
0
    private void CreatePlant()
    {
        numberOfPlants++;
        // Create and add plant to currentPlants[]
        Debug.Log("Creating Plant...");
        Plant      plant;
        GameObject p           = Resources.Load <GameObject>("Prefabs/Plant");
        GameObject plantObject = Instantiate(p);

        plant = plantObject.GetComponent <Plant>();
        NourishmentSystem nSystem = plant.GetComponent <NourishmentSystem>();

        nSystem.gameObject.SetActive(true);
        nSystem.plantNumber = numberOfPlants;

        plant.SetStory(AssignStory());
        // Seeting Spawn Location Coordinates
        var(tempX, tempY) = AssignOpenLocation();
        plant.SetLocation(tempX, tempY);

        currentPlants[numberOfPlants] = plant;
        Debug.Log("currentPlants: " + currentPlants[numberOfPlants]);
        Debug.Log("Current # of plants: " + numberOfPlants);
    }