2:16pm - Well today's another day. I'm going to try working from home today. It's a little difficult. I can hear the siren song of my bed calling to me. I don't know if I can resist it, or for how long. Alas.
I've already got everything open, I just need to get into the right state of mind and figure out what I want to do next.
3:22pm - I got distracted by Twitter and friends, and got some milk to help alm down. It's kind of nuts to look at the timestamps though and see that an hour has passed.
So let's talk about the logic for turns.
First the SceneInitializer on the Camera initializes the scene, and raises the PopulateTurnListEvent GameEvent, which causes all of the GameEventListeners listening to the PopulateTurnListEvent GameEvent to react by adding themselves to the turn list.
Hmm... Okay I don't think they do that yet, so I'll start there.
3:29pm - Alright! It looks like I was half-done doing that before so I finished it up by putting the GameEventListener on the Player object and linking the UnityEvent to the RegisterWithTurnList method of the MobileInitializer class.
Now I need to test to make sure it works, so I'm going to put a Debug.Log() function call in the TurnList under the BeginGame method to list the objects in the TurnList.
3:38pm - Okay it works!
So now the Player, who is the only mobile in the scene right now, adds itself to the turn list. Now I need to figure out how to make the Player and other mobiles take their turn.
I'm thinking I'll make another component, a MobileController, which works in tandem with a series of ScriptableObjects I'll call Brains. The Brain is either an AI script or the player.
This is pretty complex though.
3:44pm - Geez I spend an hour goofing off and now after twenty minutes I want to take a break? ;.;
4:00pm - Well I tried not to take a break, but then a different kind of break happened, but I'm back now.
I'm not entirely sure how I want this Controller/Brain thing to work though. I used a Controller/Brain system before only to realize that I was using the same brain for multiple enemies and they were sharing data. That's kind of awkward. I can either use lots of brains, or brains with no data, or brains that store data somewhere else?
Hmm...
10:58pm - Well the bed got me. I convinced myself to lay down so I could think more clearly about the brain problem, and I came up with a solution, but afterwards didn't want to get up again, and slept all evening. Alas.
The solution to the brains thing is to generate the scriptable objects in code as needed. Then I can use the plugged-in ScriptableObject as a template and say "Make this kind of brain for yourself." and it will. I think. ^.^
But I'll have to implement that later, because I've got stuff to do tonight.
I've already got everything open, I just need to get into the right state of mind and figure out what I want to do next.
3:22pm - I got distracted by Twitter and friends, and got some milk to help alm down. It's kind of nuts to look at the timestamps though and see that an hour has passed.
So let's talk about the logic for turns.
First the SceneInitializer on the Camera initializes the scene, and raises the PopulateTurnListEvent GameEvent, which causes all of the GameEventListeners listening to the PopulateTurnListEvent GameEvent to react by adding themselves to the turn list.
Hmm... Okay I don't think they do that yet, so I'll start there.
3:29pm - Alright! It looks like I was half-done doing that before so I finished it up by putting the GameEventListener on the Player object and linking the UnityEvent to the RegisterWithTurnList method of the MobileInitializer class.
Now I need to test to make sure it works, so I'm going to put a Debug.Log() function call in the TurnList under the BeginGame method to list the objects in the TurnList.
3:38pm - Okay it works!
So now the Player, who is the only mobile in the scene right now, adds itself to the turn list. Now I need to figure out how to make the Player and other mobiles take their turn.
I'm thinking I'll make another component, a MobileController, which works in tandem with a series of ScriptableObjects I'll call Brains. The Brain is either an AI script or the player.
This is pretty complex though.
3:44pm - Geez I spend an hour goofing off and now after twenty minutes I want to take a break? ;.;
4:00pm - Well I tried not to take a break, but then a different kind of break happened, but I'm back now.
I'm not entirely sure how I want this Controller/Brain thing to work though. I used a Controller/Brain system before only to realize that I was using the same brain for multiple enemies and they were sharing data. That's kind of awkward. I can either use lots of brains, or brains with no data, or brains that store data somewhere else?
Hmm...
10:58pm - Well the bed got me. I convinced myself to lay down so I could think more clearly about the brain problem, and I came up with a solution, but afterwards didn't want to get up again, and slept all evening. Alas.
The solution to the brains thing is to generate the scriptable objects in code as needed. Then I can use the plugged-in ScriptableObject as a template and say "Make this kind of brain for yourself." and it will. I think. ^.^
But I'll have to implement that later, because I've got stuff to do tonight.