Beispiel #1
0
    /// <summary>
    /// Update the UI values based on the current inventory state.
    /// </summary>
    void UpdateUI()
    {
        foreach (ThrowableManager throwable in throwables)
        {
            if (throwable.IsEquipped())
            {
                if (throwable.IsDiscovered())
                {
                    throwable.UpdateButton();
                }
                else
                {
                    throwable.CreateButton();
                }
            }
        }

        //Only need to update keys if a new key has been found.
        foreach (KeyManager key in keys)
        {
            if (PlayerItems.Find("key", key.ID) && !key.Discovered())
            {
                key.CreateImage();
            }
        }
    }
Beispiel #2
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    public static void loot(GameObject go)
    {
        ItemOnField itm = go.GetComponent <ItemOnField> ();

        if (itm)
        {
            PlayerItems.AddItem(itm.itemName, itm.count);
            MusicProc.doEvent(ActionEvent.Loot, itm.itemName);
            Destroy(go);
            return;
        }
        CheckPoint cp = go.GetComponent <CheckPoint> ();

        if (cp)
        {
            if (cp.finalDoor)
            {
                instance.LevelDone();
            }
            else
            {
                cp.check();
            }
        }
    }
 private void OnTriggerExit2D(Collider2D info)
 {
     if (_player = info.GetComponent <PlayerItems>())
     {
         _player = null;
     }
 }
Beispiel #4
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    public void SetItem(string name)
    {
        ClearItem();

        foreach (GameObject item in Reference.Asset.itemTemplate)
        {
            if (item.name == name)
            {
                currentItem = (GameObject)Instantiate(item,
                                                      new Vector3(-0.57f, 2.75f),
                                                      Quaternion.identity);
                currentItem.name = name;

                maxQuantity = PlayerItems.Get(name);
                quantity    = 10;

                if (maxQuantity < 10)
                {
                    quantity = maxQuantity;
                }

                textItem = (GameObject)Instantiate(Reference.Asset.textUtility,
                                                   new Vector3(-0.17f, 2.9f),
                                                   Quaternion.identity);
                textItem.GetComponent <TextMesh>().color = new Color(0, 0, 0);
                textItem.GetComponent <TextMesh>().text  = "x" + quantity +
                                                           " $" + (quantity * item.GetComponent <Item>().Cost * 0.1f);
                textItem.GetComponent <TextMesh>().fontSize = 24;
            }
        }
    }
Beispiel #5
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    void FixedUpdate()
    {
        // get movement magnitudes
        float   horizMag    = Input.GetAxis("Horizontal");
        float   verticalMag = Input.GetAxis("Vertical");
        Vector2 movement    = new Vector2(horizMag, verticalMag);

        // check if the player is in a box
        bool inBox = gameObject.GetComponent <PlayerBox>().inBox;

        float trueSpeed = speed;

        // player moves slower if they're in a box
        if (inBox)
        {
            trueSpeed *= 0.7f;
        }
        // player moves faster if they have the running shoes item
        if (PlayerItems.HasItem("RunningShoes"))
        {
            trueSpeed *= 1.2f;
        }

        // move the player through rigidbody forces
        rb2d.AddForce(movement * trueSpeed);
    }
Beispiel #6
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 public void GetCurrentItem(PlayerItems item)
 {
     if (Handle())
     {
         index = itemList.IndexOf(item);
     }
 }
Beispiel #7
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    private PlayerItems playerItems; //PlayerItemsスクリプトを取得

    void Start()
    {
        //初期化
        player           = GameObject.FindGameObjectWithTag(Tags.player);
        playerItems      = player.GetComponent <PlayerItems>();
        bombText.enabled = false;
    }
Beispiel #8
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    /// <summary>
    /// Called once every frame.
    /// </summary>
    void Update()
    {
        if (isEquipped && !Input.GetKey(KeyCode.N))
        {
            SetActiveUI(true);

            if (Input.GetKeyDown(KeyCode.Mouse0))
            {
                int remaining = currentThrowable.Throw();
                text.text = currentThrowable.Name + ": " + remaining;

                //No more throwables available of currentType.
                if (remaining == 0)
                {
                    string newType = PlayerItems.GetNextThrowable();

                    if (newType == null)
                    {
                        //Unequip if no throwables available.
                        isEquipped = false;
                    }
                    else
                    {
                        //Equip another throwable type.
                        currentThrowable = inventory.GetThrowable(newType);
                        text.text        = newType + ": " + PlayerItems.GetThrowableCount(newType);
                    }
                }
            }
        }
        else
        {
            SetActiveUI(false);
        }
    }
Beispiel #9
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    public void init(ItemName pName, string pCount)
    {
        ItemType item = PlayerItems.getItem(pName);

        sprite.sprite = item.sprite;
        count.text    = pCount;
    }
Beispiel #10
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 void Start()
 {
     _animator    = GetComponent <Animator>();
     _rb          = GetComponent <Rigidbody2D>();
     _playerItems = GetComponent <PlayerItems>();
     _audioSource = GetComponent <AudioSource>();
 }
Beispiel #11
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 private void HandleFairy(PlayerItems item)
 {
     if (item == PlayerItems.Fairy && !HasItem(item))
     {
         inventoryItems.Add(item, none);
     }
 }
Beispiel #12
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 public void DecrementItem(PlayerItems item)
 {
     if (inventory.ContainsKey(item))
     {
         inventory[item].Decrement();
     }
 }
Beispiel #13
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 public void ChangeNum(PlayerItems item, int num)
 {
     if (inventory.ContainsKey(item))
     {
         inventory[item].ChangeNum(num);
     }
 }
Beispiel #14
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 public void SetItem(PlayerItems item)
 {
     if ((HasItem(item) && IsValidBItem(item) && IsNone(Item)) || IsNone(item))
     {
         Item = item;
     }
 }
Beispiel #15
0
    IEnumerator CreateTarget(GameObject player)
    {
        PlayerController pc = PlayerController.Player_Controller.GetComponent <PlayerController>();

        while (!reached_target && !action_interrupted)
        {
            yield return(null);
        }

        if (reached_target)
        {
            PathType[,] pathTypes;
            pathTypes = GenerateTerrain.TerrainGenerator.getChunkPathMap(chunkIndexX, chunkIndexY);

            pathTypes[tileIndexX, tileIndexY] = PathType.bridge;

            GenerateTerrain.TerrainGenerator.UpdateChunk(chunkIndexX, chunkIndexY);

            PlayerItems items  = pc.getCurrentPlayerItems();
            bool        result = items.reduceItem(new Wood());
            pc.UpdateBackpackUI();

            created_road = true;
        }
    }
Beispiel #16
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 public void SetAItem(PlayerItems item)
 {
     if ((HasItem(item) && IsSword(item)) || IsNone(item))
     {
         Item = item;
     }
 }
Beispiel #17
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 private void Start()
 {
     controller      = GetComponent <Controller2D>();
     gravity         = -(2 * maxJumpHeight) / Mathf.Pow(timeToJumpApex, 2);
     maxJumpVelocity = Mathf.Abs(gravity) * timeToJumpApex;
     minJumpVelocity = Mathf.Sqrt(2 * Mathf.Abs(gravity) * minJumpHeight);
     items           = GetComponent <PlayerItems>();
 }
Beispiel #18
0
 void Start()
 {
     foreach (KeyValuePair <ItemName, int> item in GameManager.lootCount)
     {
         GotItem uItem = pool.InstantiateElement().GetComponent <GotItem>();
         uItem.init(item.Key, PlayerItems.itemCount(item.Key).ToString() + "/" + item.Value.ToString());
     }
 }
Beispiel #19
0
 private void HandleSecondaryItem(PlayerItems item)
 {
     BItemSwitch(item, PlayerItems.MagicalBoomerang, PlayerItems.Boomerang);
     BItemSwitch(item, PlayerItems.BlueCandle, PlayerItems.RedCandle);
     BItemSwitch(item, PlayerItems.BluePotion, PlayerItems.RedPotion);
     BItemSwitch(item, PlayerItems.BlueRing, PlayerItems.RedRing);
     BItemSwitch(item, PlayerItems.SilverArrow, PlayerItems.Arrow);
 }
Beispiel #20
0
        public ActionResult DeleteConfirmed(int id)
        {
            PlayerItems playerItems = db.PlayerItems.Find(id);

            db.PlayerItems.Remove(playerItems);
            db.SaveChanges();
            return(RedirectToAction("Index"));
        }
    private void Set()
    {
        Transform graphic = transform.Find("Graphic");

        sR          = graphic.GetComponent <SpriteRenderer>();
        sR.sprite   = item.Icon;
        playerItems = GameObject.Find("Player").GetComponent <PlayerItems>();
    }
Beispiel #22
0
 /// <summary>
 /// Update PlaceItems
 /// </summary>
 /// <param name="placeItems"></param>
 public void UpdatePlaceItems(PlayerItems placeItems)
 {
     if (placeItems == null)
     {
         throw new ArgumentNullException("Parameter is null");
     }
     _placeItemsRepository.Update(placeItems);
 }
Beispiel #23
0
        public PlayerItems Items(string id)
        {
            var player      = _Cache.GetPlayer(id);
            var constraints = GetTimeConstraints();
            var weapons     = new PlayerItems(player.Name, player.SteamId, GetPlayerItems(player, constraints));

            return(weapons);
        }
Beispiel #24
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        public Calculations()
        {
            TargetItems = new PlayerItems();
            TargetLevel = 1;

            SelfItems = new PlayerItems();
            SelfLevel = 1;
        }
Beispiel #25
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 private void Start()
 {
     if (PlayerItems.HasItem(itemName))
     {
         // player already has this item, destroy it
         Destroy(gameObject);
     }
 }
Beispiel #26
0
    // Use this for initialization


    void Start()
    {
        player      = FindObjectOfType <PlayerItems>();
        Email       = PlayerPrefs.GetString("UserName");
        playerScore = FindObjectOfType <Player>();

        StartCoroutine(loadData());
    }
Beispiel #27
0
 // Start is called before the first frame update
 void Start()
 {
     _CrystalsUI   = gameObject.transform.Find("Minerals").gameObject;
     _HealthUI     = gameObject.transform.Find("Health").gameObject;
     _crystalsText = _CrystalsUI.transform.Find("Cnt").gameObject.GetComponent <TMPro.TextMeshProUGUI>();
     _healthText   = _HealthUI.transform.Find("Cnt").gameObject.GetComponent <TMPro.TextMeshProUGUI>();
     _playerItems  = FindObjectOfType <PlayerItems>();
 }
    // Update is called once per frame
    void Update()
    {
        if (playerItems == null)
        {
            playerItems = player.Value.GetComponent <PlayerItems>();
        }

        text.text = playerItems.inventory.Count.ToString();
    }
Beispiel #29
0
 void OnMouseUp()
 {
     if (currentItem != null)
     {
         PlayerCoin.Add((int)(currentItem.GetComponent <Item>().Cost *quantity * 0.1f));
         PlayerItems.Add(currentItem.name, -quantity);
         SetItem(currentItem.name);
     }
 }
 // Use this for initialization
 void Start()
 {
     player = GameObject.FindGameObjectWithTag("Player");
     items  = player.GetComponent <PlayerItems>();
     health = player.GetComponent <PlayerHealth>();
     healthSlider.maxValue = health.MaxHealth;
     healthSlider.value    = health.CurrentHealth;
     gameMaster            = GameObject.Find("GameMaster").GetComponent <GameMaster>();
     deadPanel.gameObject.SetActive(false);
 }
Beispiel #31
0
 void Start()
 {
     warpDisc         = new Item("Warp Disc", "Allow the player to teleport");
     spriteRenderer   = GetComponent <SpriteRenderer>();
     circleCollider2d = GetComponent <CircleCollider2D>();
     rb2d             = GetComponent <Rigidbody2D>();
     playerItems      = GameObject.FindGameObjectWithTag("Player").GetComponent <PlayerItems>();
     playerPhysics    = GameObject.FindGameObjectWithTag("Player").GetComponent <PlayerPhysics>();
     player           = GameObject.FindGameObjectWithTag("Player");
 }
    IEnumerator CoUpdate()
    {
        myTrans = this.transform;
        //baseYPosition = myTrans.localPosition.y;
        myItems = this.GetComponent<PlayerItems>();
        controller = this.GetComponent<CharacterController>();
        Physics.IgnoreLayerCollision( 30, 31 );
        while(true)
        {
            if(grabbedItem || pauseMovement)
            {
                //Do nothing.
            }
            else
            {
                //Useable Item
                if(Input.GetKeyDown(KeyCode.Space))
                {
                    if(currentUseableItem != null)
                    {
                        currentUseableItem.startLocation = myTrans;
                        currentUseableItem.Activate();
                    }
                }

                //Movement
                pressedDirection = DoorLocation.None;
                moveDirection = Vector3.zero;
                if(Input.GetKey(KeyCode.D))
                {
                    moveDirection += new Vector3(movementCheck, 0, 0);
                    pressedDirection = DoorLocation.Right;
                }

                if(Input.GetKey(KeyCode.A))
                {
                    moveDirection += new Vector3(-movementCheck, 0, 0);
                    pressedDirection = DoorLocation.Left;
                }

                if(Input.GetKey(KeyCode.S))
                {
                    moveDirection += new Vector3(0, 0, -movementCheck);
                    pressedDirection = DoorLocation.Down;
                }

                if(Input.GetKey(KeyCode.W))
                {
                    moveDirection += new Vector3(0, 0, movementCheck);
                    pressedDirection = DoorLocation.Up;
                }

                if(moveDirection == Vector3.zero)
                    pressedDirection = DoorLocation.None;

                preMovement = moveDirection;

                moveDirection = transform.TransformDirection(moveDirection);
                float tempMovementMod = 0;
                if(myStats.MovementSpeed < 5)
                    tempMovementMod = movementSpeedModifier/1.3f;
                else
                    tempMovementMod = movementSpeedModifier/1.5f;

                moveDirection *= myStats.MovementSpeed*movementSpeedModifier;

                if(canAttack)
                {
                    //Handling Movement Animations
                    if(Input.GetKey(KeyCode.UpArrow))
                    {
                        lastKeyPress = KeyCode.UpArrow;
                        Shoot(Vector3.forward);
                    }
                    else if(Input.GetKey(KeyCode.DownArrow))
                    {
                        lastKeyPress = KeyCode.DownArrow;
                        Shoot(Vector3.back);
                    }
                    else if(Input.GetKey(KeyCode.LeftArrow))
                    {
                        lastKeyPress = KeyCode.LeftArrow;
                        Shoot(Vector3.left);
                    }
                    else if(Input.GetKey(KeyCode.RightArrow))
                    {
                        lastKeyPress = KeyCode.RightArrow;
                        Shoot(Vector3.right);
                    }

                switch(lastKeyPress)
                    {
                    case KeyCode.UpArrow:
                        if(moveDirection.magnitude > 0.1f)
                            player.Play("BackWalking");
                        else
                            player.Play("BackIdle");
                        break;
                    case KeyCode.DownArrow:
                        if(moveDirection.magnitude > 0.1f)
                            player.Play("ForwardWalking");
                        else
                            player.Play("ForwardIdle");
                    break;
                    case KeyCode.LeftArrow:
                        if(moveDirection.magnitude > 0.1f)
                        {
                            if(usingGun)
                                player.Play("SideGunWalking");
                            else
                                player.Play("SideWalking");
                        }
                        else
                        {
                            if(usingGun)
                                player.Play("SideGunIdle");
                            else
                                player.Play("SideIdle");
                        }
                        faceDirection.localRotation = Quaternion.Euler(0, -90, -90);
                    break;
                    case KeyCode.RightArrow:
                        if(moveDirection.magnitude > 0.1f)
                        {
                            if(usingGun)
                                player.Play("SideGunWalking");
                            else
                                player.Play("SideWalking");
                        }
                        else
                        {
                            if(usingGun)
                                player.Play("SideGunIdle");
                            else
                                player.Play("SideIdle");
                        }
                        faceDirection.localRotation = Quaternion.Euler(0, 90, 90);
                    break;
                    }
                }
                myTrans.localPosition = new Vector3(myTrans.localPosition.x, baseYPosition, myTrans.localPosition.z);
                myTrans.localPosition += new Vector3(0, myTrans.localPosition.z*zOffset, 0);

                controller.height = 32;
                controller.height += myTrans.localPosition.z*zOffset;

           		controller.Move(moveDirection * Time.deltaTime);
            }
            yield return new WaitForSeconds(0.01f);
        }
    }
Beispiel #33
0
	void Start() {
		m_Items = GetComponent<PlayerItems> ();
	}
    public void OnTriggerEnter(Collider col)
    {
        if(col.gameObject.GetComponent(typeof(Movement_Controller)) as Movement_Controller != null)
        {
            playerItemPickUp = col.transform.FindChild("ItemPickUp").transform;
            control = col.gameObject.GetComponent(typeof(Movement_Controller)) as Movement_Controller;

            if(type == ItemType.Gun)
                control.usingGun = true;

            if(type == ItemType.Useable)
            {
                //The useable item script should be attached to this Object.
                this.gameObject.transform.parent = control.transform;
                control.SpacebarItem = GetComponent(typeof(UseableItem)) as UseableItem;
                control.SpacebarItem.controller = control;
            }
            playerStats = col.gameObject.GetComponent(typeof(Stats)) as Stats;

            if(playerStats.GetHealth() == playerStats.Health && type == ItemType.HealthPotion)
            {
                direction = control.preMovement;
                rigidbody.AddForce(direction * 1000f);
                return;
            }
            player = control.player;	//Bone animation reference
            pItem = col.gameObject.GetComponent(typeof(PlayerItems)) as PlayerItems;
            iEvent.ItemEvent(playerStats);
            myItem.SetActiveRecursively(false);
            StartCoroutine(GrabItem() );
        }
    }