public Pet(string _name, int _hpLvl, int _waterLvl, int _foodLvl, int _energyLvl, int _happynessLvl, int _maxLvl, float _dayTimeMin, float _waterTimeLoss, float _foodTimeLoss, float _gamesTimeLoss, float _sleepTimeLoss, Actions _petActions, GameObject _mesh, List <GameObject> _spriteParents, VisualPointsLists _pointsList, Animations _petAnimations, List <GameObject> _petParticles, List <Material> _petMeshMaterials, Material _originalMaterial , Rarity _rarity) { name = _name; hpLvl = _hpLvl; waterLvl = _waterLvl; foodLvl = _foodLvl; energyLvl = _energyLvl; happynessLvl = _happynessLvl; maxLvl = _maxLvl; dayTimeMin = _dayTimeMin; waterTimeLoss = _waterTimeLoss; foodTimeLoss = _foodTimeLoss; gamesTimeLoss = _gamesTimeLoss; sleepTimeLoss = _sleepTimeLoss; petActions = _petActions; petAnimations = _petAnimations; mesh = _mesh; petParticles = _petParticles; spriteParents = _spriteParents; pointsLists = _pointsList; petMeshMaterials = _petMeshMaterials; originalMaterial = _originalMaterial; rarity = _rarity; }
//Instantiates visualUI of the pet based on his pointLvls (water,food,games,sleep) public void SetVisuals(List <GameObject> sprites, VisualPointsLists _pointsLists) { int increment = 30; for (int i = 0; i < waterLvl; i++) { GameObject aux = GameObject.Instantiate(sprites[0], new Vector3(increment, 0, 0), Quaternion.identity, spriteParents[0].transform); aux.transform.localPosition = new Vector3(increment, 0, 0); aux.GetComponent <RectTransform>().localRotation = Quaternion.Euler(Vector3.zero); increment += 20; _pointsLists.waterPoints.Add(aux); } increment = 30; for (int i = 0; i < foodLvl; i++) { GameObject aux = GameObject.Instantiate(sprites[1], new Vector3(increment, 0, 0), Quaternion.identity, spriteParents[1].transform); aux.transform.localPosition = new Vector3(increment, 0, 0); aux.GetComponent <RectTransform>().localRotation = Quaternion.Euler(Vector3.zero); increment += 20; _pointsLists.foodPoints.Add(aux); } increment = 30; for (int i = 0; i < happynessLvl; i++) { GameObject aux = GameObject.Instantiate(sprites[2], new Vector3(increment, 0, 0), Quaternion.identity, spriteParents[2].transform); aux.transform.localPosition = new Vector3(increment, 0, 0); aux.GetComponent <RectTransform>().localRotation = Quaternion.Euler(Vector3.zero); increment += 20; _pointsLists.gamesPoints.Add(aux); } increment = 30; for (int i = 0; i < energyLvl; i++) { GameObject aux = GameObject.Instantiate(sprites[3], new Vector3(increment, 0, 0), Quaternion.identity, spriteParents[3].transform); aux.transform.localPosition = new Vector3(increment, 0, 0); aux.GetComponent <RectTransform>().localRotation = Quaternion.Euler(Vector3.zero); increment += 20; _pointsLists.sleepPoints.Add(aux); } }
void Awake() { //this.transform.position = GetComponentInParent<RoomsLogic>().gridPositions[GetComponentInParent<RoomsLogic>().count]; rarity = GetComponentInParent <RoomsLogic>().rarity; boughtPetMesh = GetComponentInParent <RoomsLogic>().mesh; pointLists = new VisualPointsLists(); // instantiates the petname ui aux = GameObject.Instantiate(petName, Vector3.zero, Quaternion.identity, gameObject.GetComponentInChildren <Canvas>().gameObject.transform); auxSettler(aux); // instantiates the daycount ui GameObject aux2 = GameObject.Instantiate(dayCount, Vector3.zero, Quaternion.identity, gameObject.GetComponentInChildren <Canvas>().gameObject.transform); dayCount = aux2; auxSettler2(dayCount); foreach (GameObject sprite in spriteParents) { sprite.SetActive(true); } foreach (TMP_Text obj in petName.GetComponentsInChildren <TMP_Text>()) { if (petToSet.name.Length <= 13) { obj.text = petToSet.name; } else { Debug.LogWarning("Pet name:" + petToSet.name + ". Is too long"); } } IsoPetEvents.GiveValueToPet.AddListener(GivePet); GetPets(); }