Inheritance: MonoBehaviour
Beispiel #1
0
    void Start()
    {
        canvas             = GameObject.Find("Canvas").GetComponentInChildren <Canvas>();
        characterInventory = canvas.GetComponentInChildren <CharacterInventoryGUI>();
        terrain            = GameObject.FindWithTag("MainEnvironment").GetComponentInChildren <TerrainScript>();
        inventoryWindow    = characterInventory.GetComponentInChildren <CharacterInventoryPickupWindowGUI>();
        Weapons            = terrain.Player.GetComponentInChildren <WeaponsDatabase>();
        Armors             = terrain.Player.GetComponentInChildren <ArmorDatabase>();
        wepSwitch          = terrain.Player.GetComponentInChildren <WeaponSwitch>();
        armorSwitch        = terrain.Player.GetComponentInChildren <ArmorSwitch>();
        Stats        = terrain.Player.GetComponentInChildren <CharacterStats>();
        mainGUI      = canvas.GetComponent <MainGUI>();
        movement     = terrain.Player.GetComponentInChildren <CharacterMovement>();
        characterGUI = canvas.GetComponentInChildren <CharacterSkillBarGUI>();

        CurrentItemLocationIndex = -1;

        PreviousUpgradedIcon = transform.Find("ParentUpgradeItemPrevious").Find("UpgradeItemPrevious").gameObject;
        AfterUpgradedIcon    = transform.Find("ParentUpgradeItemAfter").Find("UpgradeItemAfter").gameObject;
        transform.Find("Confirm").GetComponent <Button>().onClick.AddListener(() => CreateRarity());

        HoverRectINIT = Instantiate(HoverWindowRectPrefab, transform.position, transform.rotation) as GameObject;
        HoverRectINIT.transform.SetParent(transform);
        HoverRectINIT.transform.localScale = new Vector3(1, 1, 1);
        HoverRectINIT.GetComponentInChildren <Image>().enabled = false;
        HoverRectINIT.transform.Find("Image").GetComponentInChildren <Text>().enabled      = false;
        HoverRectINIT.transform.Find("Image").Find("Level").GetComponent <Text>().enabled  = false;
        HoverRectINIT.transform.Find("Image").Find("Rarity").GetComponent <Text>().enabled = false;
        HoverRectINIT.transform.Find("Image").Find("Rate1").GetComponent <Text>().enabled  = false;
        HoverRectINIT.transform.Find("Image").Find("Rate2").GetComponent <Text>().enabled  = false;
        HoverRectINIT.transform.Find("Image").Find("Rate3").GetComponent <Text>().enabled  = false;
        HoverRectINIT.transform.Find("Image").Find("Rate4").GetComponent <Text>().enabled  = false;
        HoverRectINIT.transform.Find("Image").Find("Rate5").GetComponent <Text>().enabled  = false;
    }
Beispiel #2
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    private void OnTriggerEnter(Collider other)
    {
        if (other.CompareTag("Player") && charBoost)
        {
            StartCoroutine(PickUp(other));
        }

        if (other.CompareTag("Player") && axeBoost)
        {
            WeaponSwitch switchWep = other.GetComponentInChildren <WeaponSwitch>();
            switchWep.SwitchToThisWep(0);
            StartCoroutine(PickUp(other));
        }

        if (other.CompareTag("Player") && swordBoost)
        {
            WeaponSwitch switchWep = other.GetComponentInChildren <WeaponSwitch>();
            switchWep.SwitchToThisWep(1);
            StartCoroutine(PickUp(other));
        }

        if (other.CompareTag("Player") && spellBoost)
        {
            WeaponSwitch switchWep = other.GetComponentInChildren <WeaponSwitch>();
            switchWep.SwitchToThisWep(2);
            StartCoroutine(PickUp(other));
        }
    }
    void Start()
    {
        terrain         = GameObject.FindWithTag("MainEnvironment").GetComponentInChildren <TerrainScript>();
        InventoryManage = new List <InventoryManager>();
        Debug.Log("inv spawned");
        DroppedItemList = new List <InventoryManager>();

        EquipWeapon   = terrain.Player.GetComponentInChildren <WeaponsDatabase>();
        EquipArmor    = terrain.Player.GetComponentInChildren <ArmorDatabase>();
        SwitchWeapons = terrain.Player.GetComponentInChildren <WeaponSwitch>();
        SwitchArmor   = terrain.Player.GetComponentInChildren <ArmorSwitch>();
        Stats         = terrain.Player.GetComponentInChildren <CharacterStats>();
        MiscItems     = terrain.Player.GetComponentInChildren <MiscellaneousItemsDatabase>();
        ToolItems     = terrain.Player.GetComponentInChildren <ToolDatabase>();
        RockOre       = terrain.Player.GetComponentInChildren <MineRocks>();
        TreeLog       = terrain.Player.GetComponentInChildren <ChopTrees>();
        Herbs         = terrain.Player.GetComponentInChildren <Herbloring>();
        ItemsPickup   = terrain.Player.GetComponentInChildren <PickupObjects>();
        Potions       = terrain.Player.GetComponentInChildren <PotionDatabase>();
        movement      = terrain.Player.GetComponentInChildren <CharacterMovement>();
        skillbarGUI   = terrain.canvas.GetComponent <MainGUI>().characterSkillsBarGUI;

        Invoke("TestingPurposes", 4);
        InvokeRepeating("CombineStacks", 4, 3);
    }
    void Awake()
    {
        enemySpawnPoints = null;
        remainingEnemies = null;

        actionText      = GameObject.Find("ActionInfo").GetComponent <Text>();
        actionText.text = "";

        blueAmmo     = fastHands.GetComponent <NormalHands>().ammoCount;
        pinkAmmo     = normalHands.GetComponent <NormalHands>().ammoCount;
        violetAmmo   = megaHands.GetComponent <MegaHands>().rocketsAmount;
        weaponSwitch = FindObjectOfType <WeaponSwitch>();
        playMusic    = FindObjectOfType <PlayMusic>();
        lightSwitch  = FindObjectOfType <LightColorSwitch>();
        bgColor      = FindObjectOfType <BGColorSwitch>();
        startOp      = FindObjectOfType <StartOptions>();
        playerMove   = FindObjectOfType <PlayerMovement>();

        endText.enabled        = false;
        enemyCountdown.enabled = false;

        smileyCheck.enabled = false;
        pizzaCheck.enabled  = false;
        alienCheck.enabled  = false;

        gameOverButtons.SetActive(false);
    }
Beispiel #5
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    void Start()
    {
        weaponSwitch = FindObjectOfType <WeaponSwitch>();
        cam          = GetComponent <Camera>();

        currentColor = cam.backgroundColor;
        nextColor    = currentColor;
    }
Beispiel #6
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 void Start()
 {
     playerProperties   = transform.root.gameObject.GetComponent <PlayerProperties>();
     damage             = playerProperties.quickMeleeDamage;
     weaponSwitch       = transform.root.gameObject.GetComponent <WeaponSwitch>();
     quickMeleeCollider = GetComponent <BoxCollider>();
     control            = playerProperties.gameObject.GetComponent <PlayerInputControls>();
 }
Beispiel #7
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 // Use this for initialization
 #region Start
 void Start()
 {
     properties   = GetComponent <PlayerProperties>();
     controller   = GetComponent <CharacterController> ();
     stamina      = GetComponent <Stamina>();
     weaponSwitch = GetComponent <WeaponSwitch>();
     control      = GetComponent <PlayerInputControls>();
 }
    void Start()
    {
        weaponSwitch = FindObjectOfType <WeaponSwitch>();
        light        = GetComponent <Light>();

        currentColor = light.color;
        nextColor    = currentColor;
    }
 private void Start()
 {
     aud              = GetComponent <AudioSource>();
     weaponSwitch     = GetComponent <WeaponSwitch>();
     playerController = GetComponent <PlayerControllerSinglePlayer>();
     gunAimUp         = GetComponent <GunAimUpSinglePlayer>();
     playerHealth     = GetComponent <HealthSinglePlayer>();
     pauseGame        = GetComponent <PauseGame>();
 }
 private void Awake()
 {
     if (instance != null)
     {
         Debug.Log("Il y a plus d'une instance de WeaponSwitch dans la scene!");
         return;
     }
     instance = this;
 }
 // Use this for initialization
 void Start()
 {
     if (player == null)
     {
         player = transform.root.gameObject;
     }
     currentText  = GetComponent <Text>();
     weaponSwitch = player.GetComponent <WeaponSwitch>();
 }
Beispiel #12
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        private void CreateServerHUD()
        {
            HudElem WeaponSwitch;

            WeaponSwitch = HudElem.CreateServerFontString("default", 1.5f);
            WeaponSwitch.SetPoint("center", "center", -20, 230);
            WeaponSwitch.HideWhenInMenu = true;
            WeaponSwitch.Archived       = false;
            WeaponSwitch.SetText("^2Press ^1[{+actionslot 1}] ^2for NoClip!^2Press ^1[{+actionslot 2}] ^2for save Pos!");
        }
Beispiel #13
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 public void SMGCraft()
 {
     PickedItemCanvas.SetActive(true);
     CanvasTextMainUIPickedItemInfo = GameObject.Find("PickedItemInfo").GetComponent <Text>();
     SMGCraftButton = GameObject.Find("CraftButton").GetComponent <Button>();
     WeaponSwitch   = MainCamera.GetComponent <WeaponSwitch>();
     CanvasTextMainUIPickedItemInfo.text = "SMG";
     WeaponSwitch.HaveSMG        = true;
     SMGCraftButton.interactable = false;
 }
Beispiel #14
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 private void OnTriggerStay(Collider other)
 {
     if (other.gameObject.name == "Player")
     {
         WeaponSwitch weaponSwitch = other.gameObject.GetComponentInChildren <WeaponSwitch>();
         weaponSwitch.SendMessage("AddWeapon", weaponType);
         FindObjectOfType <ShowItemBars>().CleanText();
         Destroy(gameObject);
     }
 }
Beispiel #15
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 // Use this for initialization
 void Start()
 {
     weaponSwitch             = transform.root.GetComponent <WeaponSwitch>();
     inventory                = transform.root.GetComponent <PlayerInventory>();
     attachmentsInInventory   = new List <Attachment>();
     attachmentInventoryIndex = new List <int>();
     attachmentButtons        = new List <Button>();
     attachmentImages         = new List <Image>();
     weaponButtons            = new List <Button>();
     weaponImages             = new List <Image>();
 }
 void Start()
 {
     weaponSwitch    = GetComponent <WeaponSwitch>();
     equippedWeapons = new Weapon1[weaponSwitch.maxWeapons];
     pause           = GetComponent <PauseGame>();
     control         = GetComponent <PlayerInputControls>();
     if (chestDisplay == null)
     {
         chestDisplay = transform.GetComponentInChildren <DisplayChestContents>();
     }
 }
    void Start()
    {
        characterController = GetComponent <CharacterController>();
        playerCamera        = GetComponentInChildren <Camera>().transform;
        sfx            = GetComponent <SfxHelper>();
        weaponSwitcher = GetComponentInChildren <WeaponSwitch>();

        Cursor.lockState = CursorLockMode.Locked;
        Cursor.visible   = false;

        StartCoroutine(PlayFootsteps());
    }
Beispiel #18
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 void Start()
 {
     movement           = gameObject.GetComponentInChildren <CharacterMovement>();
     MiscItems          = gameObject.GetComponentInChildren <MiscellaneousItemsDatabase>();
     GatheringSkill     = gameObject.GetComponentInChildren <GatheringSkillDatabase>();
     terrain            = GameObject.FindGameObjectWithTag("MainEnvironment").GetComponent <TerrainScript>();
     Stats              = gameObject.GetComponentInChildren <CharacterStats>();
     ItemPickup         = gameObject.GetComponentInChildren <PickupObjects>();
     characterInventory = terrain.canvas.GetComponentInChildren <CharacterInventoryGUI>();
     mainGUI            = terrain.canvas.GetComponentInChildren <MainGUI>();
     ItemID             = transform.GetComponentInChildren <WeaponSwitch>();
 }
    void Start()
    {
        WS = GetComponent <WeaponSwitch> ();
        rb = GetComponent <Rigidbody> ();
        //MovementInputValue = 0f;
        //TurnInputValue = 0f;

        //MovementAxisName = "Vertical";
        //TurnAxisName = "Horizontal";
        RaiseShield = false;
        PlayerCamera.SetActive(true);
        Shield.SetActive(false);
        WS.enabled = true;
    }
Beispiel #20
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 private void OnTriggerEnter(Collider other)
 {
     if (other.tag == "WeaponTrigger")
     {
         if (this.name == "Hand1")
         {
             WeaponSwitch.SetHand1InCollider(true);
         }
         else if (this.name == "Hand2")
         {
             WeaponSwitch.SetHand2InCollider(true);
         }
     }
 }
    // Use this for initialization
    void Start()
    {
        aud          = GetComponent <AudioSource>();
        player       = transform.root.gameObject;
        weaponSwitch = player.GetComponent <WeaponSwitch>();
        gunAnim      = GetComponent <Animator>();
        updateAmmo   = player.transform.Find("SinglePlayer UI/HUD/Ammo Count").GetComponent <UpdateAmmo>();
        if (ammoAmount == null)
        {
            ammoAmount = transform.Find("Ammo").GetComponent <Amount>();
        }

        cam = player.transform.Find("Camera").GetComponent <Camera>();
        playerPropterties = player.GetComponent <PlayerProperties>();
    }
Beispiel #22
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    // When the game starts, or when the gun is initialized onto the player


    #region Start Function
    public override void Start()
    {
        base.Start();
        if (isPickup)
        {
            return;
        }


        if (ammoAmount == null)
        {
            ammoAmount = transform.Find("Ammo").GetComponent <Amount>();
        }
        weaponSwitch = player.GetComponent <WeaponSwitch>();
    }
Beispiel #23
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    private void Start()
    {
        reticleCheck         = GameObject.Find("Crosshair").GetComponent <Reticle>();
        fpsCam               = GameObject.Find("CameraMain");
        hitMarkerImage       = GameObject.Find("UI/Hitmarker/Image").GetComponent <Image>();
        hitMarkerImage.color = CLEARWHITE;

        playerInput  = transform.GetComponentInParent <PlayerInput>();
        switchParent = transform.GetComponentInParent <WeaponSwitch>();
        UpdateWeaponStats();

        startPos = transform.localPosition;
        startRot = transform.localRotation;

        //Sound
        sfx.PlayOneShot(equipSound, 1f);
    }
Beispiel #24
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    public static void Load(string playerName)
    {
        string path = playerName + "/savegame.dat";

        if (File.Exists(Application.persistentDataPath + path))
        {
            CharacterStats charSt = FindObjectOfType <CharacterStats>();

            Debug.Log("Load");
            BinaryFormatter bf   = new BinaryFormatter();
            FileStream      file = File.Open(Application.persistentDataPath + "/" + playerName + "savegame.dat", FileMode.Open);
            CharacterData   data = (CharacterData)bf.Deserialize(file);
            file.Close();
            //TODO : Lataa arvot
            ScoreTable.currentPlayer = data.name;
            ScoreTable.SetScore(ScoreTable.currentPlayer, "score", data.score);

            CharacterStats.currentCharacterLevel = data.cCharLevel;
            CharacterStats.levelPojo             = data.lPojo;
            CharacterStats.strength   = data.str;
            CharacterStats.dexterity  = data.dex;
            CharacterStats.vitality   = data.vit;
            CharacterStats.energy     = data.ene;
            charSt.maxHealth          = data.mHealth;
            charSt.maxMana            = data.mMana;
            charSt.replenishH         = data.rHealth;
            charSt.replenishM         = data.rMana;
            charSt.moveSpeed          = data.fMoveSpeed;
            charSt.rotationSpeed      = data.rotSpeed;
            charSt.BackwardsMoveSpeed = data.bMoveSpeed;
            charSt.jumpForce          = data.jForce;
            Level1 = data._Level1;
            Level2 = data._Level2;
            Level3 = data._Level3;
            Level4 = data._Level4;
            Level5 = data._Level5;
            WeaponSwitch wep = FindObjectOfType <WeaponSwitch>();
            wep.SwitchToThisWep(0);
            FindObjectOfType <Axe>().LoadAxeStats();
            wep.SwitchToThisWep(1);
            FindObjectOfType <Sword>().LoadSwordStats();
            wep.SwitchToThisWep(2);
            FindObjectOfType <Spell>().LoadSpellStats();
        }
    }
Beispiel #25
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    // Use this for initialization
    public override void Start()
    {
        base.Start();
        switch (howToReload)
        {
        case ReloadType.AsSoonAsMagazineIsEmpty:
            asSoonAsMagEmpty = true;
            break;

        case ReloadType.OnlyWhenButtonIsPressed:
            whenButtonPressed = true;
            break;

        case ReloadType.WhenTryingToFireAnEmptyMagazine:
            whenFiringEmptyMag = true;
            break;
        }
        weaponSwitch = player.GetComponent <WeaponSwitch>();
    }
Beispiel #26
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 void OnTriggerEnter(Collider col)
 {
     if (col.tag == "Player")
     {
         WeaponSwitch script = col.gameObject.GetComponent <WeaponSwitch> ();
         if (WeaponId == WeaponID.RPG)
         {
             script.RPG = true;
             script.GameObjects [0].SetActive(false);
             script.GameObjects [1].SetActive(false);
             script.GameObjects [2].SetActive(true);
         }
         if (WeaponId == WeaponID.Riffle)
         {
             script.Riffle = true;
             script.GameObjects [0].SetActive(false);
             script.GameObjects [1].SetActive(true);
             script.GameObjects [2].SetActive(false);
         }
         Destroy(gameObject);
     }
 }
Beispiel #27
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    private void OnTriggerStay(Collider other)
    {
        if (!other.CompareTag("Player"))
        {
            return;
        }
        GameObject      player       = other.transform.root.gameObject;
        WeaponSwitch    weaponSwitch = player.GetComponent <WeaponSwitch>();
        PlayerInventory inventory    = player.GetComponent <PlayerInventory>();

        switch (questType)
        {
        case QuestType.PickupWeapon:
            for (int i = 0; i < weaponSwitch.hands.childCount; i++)
            {
                if (weaponToPickup.name == weaponSwitch.hands.GetChild(i).name)
                {
                    CompleteQuest(player);
                    break;
                }
            }
            break;

        case QuestType.PickupKey:
            if (inventory.keyNumbers.Contains(keytoPickup.keyNumber))
            {
                CompleteQuest(player);
            }
            break;

        case QuestType.PickupItem:
            if (inventory.inventory.Contains((Item)itemToPickup))
            {
                CompleteQuest(player);
            }
            break;
        }
    }
Beispiel #28
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    void Awake()
    {
        Stats     = gameObject.GetComponentInChildren <CharacterStats>();
        wepswitch = gameObject.GetComponentInChildren <WeaponSwitch>();

        GeneralSkillList.Add(GSkill1);
        GeneralSkillList.Add(GSkill2);
        GeneralSkillList.Add(GSkill3);
        GeneralSkillList.Add(GSkill4);
        GeneralSkillList.Add(GSkill5);
        GeneralSkillList.Add(GSkill6);
        GeneralSkillList.Add(GSkill7);
        FireSkillList.Add(FSkill1);
        IceSkillList.Add(ISkill1);
        LightningSkillList.Add(LSkill1);
        NatureSkillList.Add(NSkill1);

        GeneralSkills   = new GameObject[GeneralSkillsPrefab.Length];
        FireSkills      = new GameObject[FireSkillsPrefab.Length];
        IceSkills       = new GameObject[IceSkillsPrefab.Length];
        LightningSkills = new GameObject[LightningSkillsPrefab.Length];
        NatureSkills    = new GameObject[NatureSkillsPrefab.Length];
    }
Beispiel #29
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    // Use this for initialization
    void Start()
    {
        if (gameObject.name != "Ammo Count Panel")
        {
            Debug.LogWarning("Make sure this is attached to a panel with ammo dislpay UI objects in it!");
        }
        Image[] tempImages = GetComponentsInChildren <Image>();
        ammoImage = new Image[tempImages.Length - 1];
        for (int i = 1; i < tempImages.Length; i++)
        {
            ammoImage[i - 1] = tempImages[i];
        }

        amountText = GetComponentsInChildren <Text>();
        try
        {
            ammo = transform.root.GetComponent <PlayerAmmo>();
        }
        catch (MissingComponentException e)
        {
            Debug.LogError("Missing a player ammo in the root transform!!");
        }
        weaponSwitch = transform.root.GetComponent <WeaponSwitch>();
    }
Beispiel #30
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    void Start()
    {
        CurrentPointerButtonIndex = -1;
        CurrentUpgradeItemSlot    = -1;
        UpgradeIndex = -1;

        terrain  = GameObject.FindWithTag("MainEnvironment").GetComponentInChildren <TerrainScript>();
        RectINIT = Instantiate(PickUpWindowRectPrefab, transform.position, transform.rotation) as Button;
        RectINIT.GetComponentInChildren <Image>().enabled = false;
        HoverRectINIT = Instantiate(HoverWindowRectPrefab, transform.position, transform.rotation) as GameObject;
        HoverRectINIT.transform.SetParent(transform);
        HoverRectINIT.transform.localScale = new Vector3(1, 1, 1);
        HoverRectINIT.GetComponentInChildren <Image>().enabled = false;
        HoverRectINIT.transform.Find("Image").GetComponentInChildren <Text>().enabled = false;
        HoverRectINIT.transform.Find("Image").Find("Level").GetComponentInChildren <Text>().enabled  = false;
        HoverRectINIT.transform.Find("Image").Find("Rarity").GetComponentInChildren <Text>().enabled = false;
        HoverRectINIT.transform.Find("Image").Find("Rate1").GetComponentInChildren <Text>().enabled  = false;
        HoverRectINIT.transform.Find("Image").Find("Rate2").GetComponentInChildren <Text>().enabled  = false;
        HoverRectINIT.transform.Find("Image").Find("Rate3").GetComponentInChildren <Text>().enabled  = false;
        HoverRectINIT.transform.Find("Image").Find("Rate4").GetComponentInChildren <Text>().enabled  = false;
        HoverRectINIT.transform.Find("Image").Find("Rate5").GetComponentInChildren <Text>().enabled  = false;

        inventory          = gameObject.transform.root.GetComponentInChildren <Canvas>();
        characterInventory = gameObject.GetComponentInParent <CharacterInventoryGUI>();
        skillbarGUI        = terrain.canvas.GetComponentInChildren <CharacterSkillBarGUI>();
        character          = terrain.Player.GetComponentInChildren <CharacterMovement>();
        MiscItems          = terrain.Player.GetComponentInChildren <MiscellaneousItemsDatabase>();
        Weapons            = terrain.Player.GetComponentInChildren <WeaponsDatabase>();
        WepSwitch          = terrain.Player.GetComponentInChildren <WeaponSwitch>();
        Tools        = terrain.Player.GetComponentInChildren <ToolDatabase>();
        Potions      = terrain.Player.GetComponentInChildren <PotionDatabase>();
        Armors       = terrain.Player.GetComponentInChildren <ArmorDatabase>();
        armorSwitch  = terrain.Player.GetComponentInChildren <ArmorSwitch>();
        Stats        = terrain.Player.GetComponentInChildren <CharacterStats>();
        UpgradeItems = terrain.canvas.GetComponentInChildren <CharacterUpgradeItems>();
    }