Finally bring some PCs in.
Coding
Adding PCs
Starting out simple, we just make a LivePC
table that’s essentially the same as the LiveNPC
table, and
start pushing regular PC updates to it. Then we augment the NPCLite
class to include an isPC
flag, and
let the NpcManager
handle it.
Assets/Managers/NpcManager.cs GitLab
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try {
result = DragonsSpine.DAL.DBNPC.GetAllNpcsAndPcs(mapNum);
} catch (Exception e) {
Assets/DragonsSpine/DAL/DBNPC.cs GitLab
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public static List<NPCLite> GetAllNpcsAndPcs(int mapNum) {
List<NPCLite> npclist = new List<NPCLite>();
using (SqlConnection tempConnection = DataAccess.GetSQLConnection())
using (SqlStoredProcedure sp = new SqlStoredProcedure("prApp_LiveNPC_by_MapID" , tempConnection)) {
sp.AddParameter("@facet" , SqlDbType.Int, 4 , ParameterDirection.Input, 0 );
sp.AddParameter("@map" , SqlDbType.Int, 4 , ParameterDirection.Input, mapNum);
using (DataTable dtNPCs = sp.ExecuteDataTable()) {
foreach (DataRow dr in dtNPCs.Rows) {
NPCLite npc = new NPCLite();
npc.worldNpcID = Convert.ToInt32(dr["uniqueId" ]);
npc.lastActiveRound = Convert.ToInt32(dr["lastActiveRound" ]);
npc.Name = dr["name" ].ToString();
npc.X = Convert.ToInt16(dr["xCord" ]);
npc.Y = Convert.ToInt16(dr["yCord" ]);
npc.Z = Convert.ToInt16(dr["zCord" ]);
npc.HitsFull = Convert.ToInt32(dr["fullHits" ]);
npc.Hits = Convert.ToInt32(dr["hits" ]);
npc.hasMostHated = !(dr.IsNull(dtNPCs.Columns["mostHatedId" ]));
if (npc.hasMostHated) {
npc.mostHatedId = Convert.ToInt32(dr["mostHatedId" ]);
}
npclist.Add(npc);
}
}
}
using (SqlConnection tempConnection = DataAccess.GetSQLConnection())
using (SqlStoredProcedure sp = new SqlStoredProcedure("prApp_LivePC_by_MapID" , tempConnection)) {
sp.AddParameter("@facet" , SqlDbType.Int, 4 , ParameterDirection.Input, 0 );
sp.AddParameter("@map" , SqlDbType.Int, 4 , ParameterDirection.Input, mapNum);
using (DataTable dtNPCs = sp.ExecuteDataTable()) {
foreach (DataRow dr in dtNPCs.Rows) {
NPCLite npc = new NPCLite();
npc.worldNpcID = Convert.ToInt32(dr["uniqueId" ]);
npc.lastActiveRound = Convert.ToInt32(dr["lastActiveRound" ]);
npc.Name = dr["name" ].ToString();
npc.X = Convert.ToInt16(dr["xCord" ]);
npc.Y = Convert.ToInt16(dr["yCord" ]);
npc.Z = Convert.ToInt16(dr["zCord" ]);
npc.HitsFull = Convert.ToInt32(dr["fullHits" ]);
npc.Hits = Convert.ToInt32(dr["hits" ]);
npc.isPC = true ;
npclist.Add(npc);
}
}
}
return npclist;
}
Ugly, yes, but it’ll get us started.
We add a Material for our favorite test account, Testttt
, and we’re in business:
Hi there!
Follow cam
We want to be able to have the camera follow the NPC or PC that we’ve selected. We’ll expand the
“look at a random NPC” code for now:
Assets/Managers/GUIManager.cs GitLab
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void Update () {
if (followingCharId != 0 ) {
CellLoc newFollowingCL = npcManager.locateNpc(followingCharId);
if (!newFollowingCL.Equals(followingCL)) {
followingV3 = CLUtils.CellLocToVector3(newFollowingCL, 1 );
mainCamera.lookAtNpc(followingV3);
if (!newFollowingCL.z.Equals(followingCL.z)) {
mapManager.UpdateZ(newFollowingCL.z);
}
followingCL = newFollowingCL;
}
}
if (Input.GetKeyDown(KeyCode.N)) {
followingCharId = npcManager.getRandomNpc();
}
if (Input.GetKeyDown(KeyCode.P)) {
followingCharId = npcManager.getRandomPc();
}
if (Input.GetKeyDown(KeyCode.F)) {
followingCharId = 0 ;
}
So now N
will choose a random NPC to follow, P
will choose a random PC to follow, and F
will stop
following. Let’s see how well it works on Testttt
.
Even between Z layers!
Day 32 code - visualizer
Day 32 code - server