Beispiel #1
0
    IEnumerator loader(string unload, string load)
    {
        LoadUtils.LoadScene(load);
        yield return(null);

        yield return(null);

        LoadUtils.UnloadScene(unload);
    }
Beispiel #2
0
    void Start()
    {
        invController      = transform.parent.parent.GetComponent <InventoryController>();
        indicator_s        = indicator;  // Need to ignore static limitations...
        build              = GetComponent <Button>();
        build.interactable = false;
        indicator.SetActive(false);

        build.onClick.AddListener(() =>
        {
            // Save player info before entering.
            // TODO: re-implement for final version of game?
            InventoryController.levelName = SceneManager.GetActiveScene().name;

            // Record data.
            SimpleData.WriteDataPoint("Constructing_Item", "", "", "", "", whatToBuild);
            //SimpleData.WriteStringToFile("ModeSwitches.txt", Time.time + ",MODESWITCH_TO," + whatToBuild);

            // Enter.

            // Special cases for tutorial progress.
            if (whatToBuild == "tutorial1")
            {
                if (ConversationTrigger.GetToken("done_with_tutorial_2"))
                {
                    LoadUtils.LoadScene("rocketBoots");
                }
                else if (ConversationTrigger.GetToken("done_with_tutorial_1"))
                {
                    LoadUtils.LoadScene("tutorial2");
                }
                else
                {
                    LoadUtils.LoadScene("tutorial1");
                }
            }
            else              // Normal function.
            {
                LoadUtils.LoadScene(whatToBuild);
            }

            invController.CloseInventory();
        });
    }
Beispiel #3
0
    private IEnumerator waitThenLoadLevel(float seconds, string level)
    {
        yield return(new WaitForSeconds(seconds));

        LoadUtils.LoadScene(level);
    }
Beispiel #4
0
    void Start()
    {
        invController = transform.parent.parent.parent.GetComponent <InventoryController>();

        GetComponent <Button>().onClick.AddListener(() =>           // Adds an event to the button
        {
            //Debug.Log("Recipe Button Pressed: " + myRecipe.recipeName);

            // Destroy everything on the right.
            foreach (GameObject jj in recPop.iconsInList)
            {
                Destroy(jj);
            }
            // Clear the flag list.
            constructFlags.Clear();

            // Actually repopulate.
            foreach (InvItem jj in myRecipe.components)
            {
                // Create the object.
                GameObject instanceTile = Instantiate(recPop.tileBase);

                // Set parent and internals.
                instanceTile.transform.SetParent(recPop.rightPane.transform, false);
                instanceTile.GetComponentInChildren <Text>().text = InventoryController.GetQuantity(jj.itemName) + " / " + jj.quantity.ToString();


                // Find the correct icon from the inventory.
                if (InventoryController.items.ContainsKey(jj.itemName))
                {
                    InventoryPopulator.AddIcon(InventoryController.items[jj.itemName].pickup, instanceTile.transform);
                }
                else
                {
                    instanceTile.GetComponentInChildren <Image>().sprite = questionMark;
                }


                // Decide whether to make Construct button selectable.
                if (InventoryController.GetQuantity(jj.itemName) >= jj.quantity)
                {
                    constructFlags.Add(true);
                }
                else
                {
                    constructFlags.Add(false);
                }

                // Add to object list.
                recPop.iconsInList.Add(instanceTile);
            }

            // Check the flags for each item in the recipe to see if we have all the items.
            foreach (bool bb in constructFlags)
            {
                if (!bb)
                {
                    recPop.constructButton.interactable = false;
                    break;
                }
                else
                {
                    recPop.constructButton.interactable = true;
                }
            }

            // Remove all other listeners so only the one we add in the next line will work.
            // This stops several scenes from loading at once, causing terrible things.
            recPop.constructButton.onClick.RemoveAllListeners();

            recPop.constructButton.onClick.AddListener(() =>
            {
                // Save player info before entering.
                InventoryController.levelName = SceneManager.GetActiveScene().name;

                // Close the inventory for safety on updates.
                //invController.CloseInventory();

                // Ensure cursor is active.
                //Cursor.visible = true;
                //Cursor.lockState = CursorLockMode.None;

                // Record data.
                SimpleData.WriteStringToFile("ModeSwitches.txt", Time.time + ",MODESWITCH_TO," + myRecipe.recipeDesc);

                // Enter.

                // Special cases for tutorial progress.
                if (myRecipe.recipeDesc == "tutorial1")
                {
                    if (ConversationTrigger.GetToken("done_with_tutorial_2"))
                    {
                        LoadUtils.LoadScene("construction");
                    }
                    else if (ConversationTrigger.GetToken("done_with_tutorial_1"))
                    {
                        LoadUtils.LoadScene("tutorial2");
                    }
                    else
                    {
                        LoadUtils.LoadScene("tutorial1");
                    }
                }
                else                  // Normal function.
                {
                    LoadUtils.LoadScene(myRecipe.recipeDesc);
                }

                invController.CloseInventory();
            });
        });
    }