Ejemplo n.º 1
0
    private void Start()
    {
        defaultTabColor = playerTabs[0].color;
        equipmentHolder = EquipmentHolder.instance;

        playerTabs[playerIndex].color = selectedTabColor;
    }
Ejemplo n.º 2
0
    public void Start()
    {
        totalItemsStored = 0;
        itemSlots        = new List <ItemSlot>();

        for (int i = 0; i < MaxItemSlots; i++)
        {
            itemSlots.Add(new ItemSlot(null, 0, false));
        }


        itemImages = itemGrid.GetComponentsInChildren <Image>();
        foreach (Image image in itemImages)
        {
            image.sprite = emptySprite;
        }
        itemText = itemGrid.GetComponentsInChildren <TextMeshProUGUI>();
        foreach (TextMeshProUGUI text in itemText)
        {
            text.text = emptyString;
        }


        equipmentHolder = GetComponent <EquipmentHolder>();
        stats           = GetComponent <Stats>();
        stamina         = GetComponent <Stamina>();
        interaction     = GetComponent <Interaction>();
        DisplayInventory();
        inventoryUI.SetActive(false);
    }
Ejemplo n.º 3
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 private void Start()
 {
     inventory        = GetComponent <Inventory>();
     equipmentHolder  = GetComponent <EquipmentHolder>();
     dialogueDisplay  = GetComponent <DialogueDisplayer>();
     Cursor.visible   = false;
     Cursor.lockState = CursorLockMode.Locked;
 }
Ejemplo n.º 4
0
 private void Start()
 {
     turnBaseScript  = TurnBaseScript.instance;
     inventory       = Inventory.instance;
     dataRetainer    = DataRetainer.instance;
     equipmentHolder = EquipmentHolder.instance;
     endBattleMenu.SetActive(false);
     playerLevelUpMenu.SetActive(false);
 }
Ejemplo n.º 5
0
 private void Start()
 {
     sceneManager         = GameObject.Find("SceneManager");
     currentMovementSpeed = baseMovementSpeed;
     equipmentHolder      = GetComponent <EquipmentHolder>();
     rb       = GetComponent <Rigidbody>();
     animator = GetComponentInChildren <AnimationManager>();
     weapon   = GetComponentInChildren <WeaponHit>();
     Health   = MaxHealth;
     startPos = transform.position;
 }
Ejemplo n.º 6
0
    private void Start()
    {
        healthBar.SetActive(true);

        //Initialize variables
        meshRender       = GetComponent <MeshRenderer>();
        combatStatistics = CombatStatistics.instance;
        equipmentHolder  = EquipmentHolder.instance;
        dataRetainer     = DataRetainer.instance;

        if (gameObject.tag == "Player")
        {
            playerLevel = dataRetainer.GetPlayerLevel(playerIndex);
        }

        maxHealth    = baseStatus.health + (int)(((playerLevel / 10.0) + baseStatus.health / 8.0) * playerLevel);
        health       = maxHealth;
        defense      = baseStatus.defense + (int)((baseStatus.defense / 4.0) * playerLevel);
        speed        = baseStatus.speed + (int)((baseStatus.speed / 4.0) * playerLevel);
        strength     = baseStatus.strength + (int)((baseStatus.strength / 4.0) * playerLevel);
        dexterity    = baseStatus.dexterity + (int)((baseStatus.dexterity / 4.0) * playerLevel);
        intelligence = baseStatus.intelligence + (int)((baseStatus.intelligence / 4.0) * playerLevel);
        maxMP        = 2 * intelligence;
        currentMp    = maxMP;

        //Calculate all status variables
        if (gameObject.tag == "Player")
        {
            //If it is a player we add the base status + the equipment status
            health    = dataRetainer.GetPlayerHealth(playerIndex);
            currentMp = dataRetainer.GetPlayerMP(playerIndex);

            maxHealth    += equipmentHolder.playersHealth[playerIndex];
            speed        += equipmentHolder.playersSpeed[playerIndex];
            defense      += equipmentHolder.playersDefense[playerIndex];
            strength     += equipmentHolder.playersStrength[playerIndex];
            dexterity    += equipmentHolder.playersDexterity[playerIndex];
            intelligence += equipmentHolder.playersIntelligence[playerIndex];

            xpNeeded  = baseStatus.xp + (4 * (playerLevel ^ 3)) / 7;
            currentXP = dataRetainer.GetPlayerXP(playerIndex);
        }

        //Set the UI
        damageText.text          = "";
        healthBarFill.fillAmount = (float)health / maxHealth;
        healthText.text          = "" + health + "/" + maxHealth;
        mpBar.fillAmount         = (float)currentMp / maxMP;
        mpText.text = "" + currentMp + "/" + maxMP;

        enemyCombatAI = EnemyCombatAI.instance;
    }
Ejemplo n.º 7
0
    //Called by equipment holder after it's awake because we need that to be done before the initialization of the variables of this script
    public void Init()
    {
        equipmentHolder = EquipmentHolder.instance;

        playersPosition = new Vector3[playersTransform.Length];
        for (int index = 0; index < playersHealth.Length; index++)
        {
            playersLevel[index] = 1;

            playersHealth[index]   = playerStatus[index].baseStatus.health + (int)(((playersLevel[index] / 10.0) + playerStatus[index].baseStatus.health / 8.0) * playersLevel[index]) + equipmentHolder.playersHealth[playerStatus[index].playerIndex];
            playersMP[index]       = 2 * (int)(playerStatus[index].baseStatus.intelligence + (playerStatus[index].baseStatus.intelligence / 4.0) * playersLevel[index]);
            playersPosition[index] = playersTransform[index].position;
        }
    }
Ejemplo n.º 8
0
 private void Awake()
 {
     if (instance != null)
     {
         Destroy(this.gameObject);
         return;
     }
     else
     {
         instance = this;
     }
     CalculateEquipmentStatus();
     DataRetainer.instance.Init();
 }
Ejemplo n.º 9
0
    public override void _Ready()
    {
        grid           = GetTree().GetRoot().GetNode("Game/Grid") as Grid;
        turnManager    = GetNode("/root/TurnManager") as TurnManager;
        movementCursor = GetNode("MovementCursor") as MovementCursor;
        playerInput    = GetNode("PlayerInput") as PlayerInput;
        stats          = GetNode("Stats") as Stats;
        inventory      = GetNode("Inventory") as Inventory;
        equipment      = GetNode("Equipment") as EquipmentHolder;

        turnManager.Turns.Add(this);

        SideMenu sideMenu = GetTree().GetRoot().GetNode("Game/CanvasLayer/GUI/SideMenu") as SideMenu;

        sideMenu.SetGUIOnGameStart(this);
    }
Ejemplo n.º 10
0
    private float menuActivationCooldown = 0f;      //When we open the meny it may use the input used to open the menu in code (dunno why it does that) so as a workaround I made the menu functionality have a delay after opening it

    private void Start()
    {
        eventSys        = EventSystem.current;
        equipmentHolder = EquipmentHolder.instance;
        inventory       = Inventory.instance;

        defaultSelectEquipColor = equipmentSelectValueText[0].color;
        playerTabDefaultColor   = playerTabs[selectedPlayerIndex].color;
        playerTabs[selectedPlayerIndex].color = playerTabSelectedColor;

        //Deactivate the menu
        equipmentSelectMenu.SetActive(false);
        StartCoroutine(MyUpdate());             //Made my own update fct so that it goes only 10 times a second, should prove more efficient and can be used in other scripts
        //Update all the UI needed
        UpdateTotalStatusUI();
        UpdateEquipmentButtonsText();
        UpdateEquipmentSelectValueText(true);
    }
Ejemplo n.º 11
0
    private void Start()
    {
        dataRetainer    = DataRetainer.instance;
        equipmentHolder = EquipmentHolder.instance;

        //Set the UI
        currentHealth = dataRetainer.GetPlayerHealth(playerIndex);
        currentMP     = dataRetainer.GetPlayerMP(playerIndex);
        playerLevel   = dataRetainer.GetPlayerLevel(playerIndex);

        UpdatePlayerStatus();

        healthBar.fillAmount = (float)currentHealth / maxHealth;
        healthText.text      = "" + currentHealth + " / " + maxHealth;
        mpBar.fillAmount     = (float)currentMP / maxMP;
        mpText.text          = "" + currentMP + " / " + maxMP;

        xpNeeded  = baseStatus.xp + (4 * (playerLevel ^ 3)) / 7;
        currentXP = dataRetainer.GetPlayerXP(playerIndex);
    }
Ejemplo n.º 12
0
        /// <summary>
        /// 初始化工厂的属性
        /// </summary>
        private void InitFactory()
        {
            EquipmentHolder ceh = AssetDatabase.LoadAssetAtPath <EquipmentHolder>("Assets/Resources/Equipment.asset");

            if (ceh == null)
            {
                return;
            }
            _samllEquipmentList = ceh.equipmentLeaf;

            foreach (EquipmentComponent item in ceh.equipmentComponent)
            {
                if (item.equipmentType == EqunipmentType.BIG)
                {
                    _bigEquipmentList.Add(item);
                }
                else
                {
                    _middleEquipmentList.Add(item);
                }
            }
        }
Ejemplo n.º 13
0
    public void Start()
    {
        equipmentHolder = GetComponent <EquipmentHolder>();
        stamina         = GetComponent <Stamina>();
        interaction     = GetComponent <PlayerInteraction>();
        inventory       = GetComponent <Inventory>();

        CreateInventoryUI();

        itemImages = itemGrid.GetComponentsInChildren <Image>();
        foreach (Image image in itemImages)
        {
            image.sprite = emptySprite;
        }

        itemText = itemGrid.GetComponentsInChildren <TextMeshProUGUI>();
        foreach (TextMeshProUGUI text in itemText)
        {
            text.text = emptyString;
        }

        DisplayInventory();
        inventoryUI.SetActive(false);
    }