本文整理汇总了C#中Room.discoverNeighbors方法的典型用法代码示例。如果您正苦于以下问题:C# Room.discoverNeighbors方法的具体用法?C# Room.discoverNeighbors怎么用?C# Room.discoverNeighbors使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类Room
的用法示例。
在下文中一共展示了Room.discoverNeighbors方法的2个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C#代码示例。
示例1: Start
void Start()
{
audio = GetComponent<AudioScript>();
// initialize start characters here
currentDayNum = 1;
nextDeathIn = 5;
// TODO: replace with Constructor if Journal is no gameobject
journal = FindObjectOfType<Journal>();
journal.gameObject.SetActive(false);
FindObjectOfType<InterfaceController>().HideRoomStats();
List<string> playerNames = loadPlayerNames();
selectedRoom = GameObject.Find("Start (2,3)").GetComponent<Room>();
List<int> usedIndizes = new List<int>();
for (int i = 0; i < 6; i++)
{
int randomInt = UnityEngine.Random.Range(0, playerNames.Count);
Character testCharacter = Instantiate(character_prefab);
testCharacter.CharName = playerNames[randomInt];
playerNames.RemoveAt(randomInt);
selectedRoom.Characters.Add(testCharacter);
do
{
randomInt = UnityEngine.Random.Range(0, playerHeads.Length);
} while (usedIndizes.Contains(randomInt));
usedIndizes.Add(randomInt);
testCharacter.Portrait = playerHeads[randomInt];
testCharacter.Face = playerFaces[randomInt];
characters.Add(testCharacter);
}
selectedRoom.drawPeople();
foreach (Room i in FindObjectsOfType<Room>())
{
i.BlackSmog.SetActive(true);
i.gameObject.SetActive(false);
}
selectedRoom.SelectBubble.SetActive(true);
selectedRoom.discoverNeighbors();
activeRooms.Add(selectedRoom);
FindObjectOfType<InterfaceController>().SetRoomMembers(selectedRoom.Characters);
}
示例2: OnMovementToRoomSuccess
public void OnMovementToRoomSuccess(Room destination)
{
if (destination.name.Equals("Finish"))
{
EndingController.playerWon = true;
SceneManager.LoadScene("EndScene");
}
roomsToActivate.Add(destination);
destination.discoverNeighbors();
if (destination.Reward != null && destination.Reward.Length > 0)
{
// TODO: remove [0] with proper selection mechanism if multiple rewards are possible
Reward reward = destination.Reward[0];
if (reward.IsActive && reward.getType() == Reward.Type.human)
{
List<string> playerNames = loadPlayerNames();
string playerName;
Sprite playerHead;
Sprite playerFace;
do
{
playerName = playerNames[UnityEngine.Random.Range(0, playerNames.Count)];
} while (!playerWithNameDoesNotExist(playerName));
do
{
int randomInt = UnityEngine.Random.Range(0, playerHeads.Length);
playerHead = playerHeads[randomInt];
playerFace = playerFaces[randomInt];
} while (!playerWithHeadDoesNotExist(playerHead));
Character newCharacter = Instantiate(character_prefab);
audio.playNewGuy();
newCharacter.CharName = playerName;
newCharacter.Portrait = playerHead;
newCharacter.Face = playerFace;
characters.Add(newCharacter);
destination.Characters.Add(newCharacter);
destination.drawPeople();
reward.IsActive = false;
journal.addStory(new Story(currentDayNum, "In the corner of the room you find a lost soul. " + playerName + " joins your party of gourmets. He looks quite tasty."));
}
}
}