Ejemplo n.º 1
0
    private void CreateCirclesMenu()
    {
        _inventoryCircle = PlayerUtils.InitializeCircleMenu(GameObject.FindObjectOfType <Game>().player.inventory,
                                                            _dresserInventoryLocation.transform, new Vector3(0, 0, 0), 0.2f, 0.45f, true);
        _stockCircle = PlayerUtils.InitializeCircleMenu(GameObject.FindObjectOfType <Game>().player.stock,
                                                        _dresserStockLocation.transform, new Vector3(0, 0, 0), 0.2f, 0.45f, true);

        ApplyRotationCircle(_inventoryCircle, _rotationInventory);
        ApplyRotationCircle(_stockCircle, _rotationStock);

        foreach (GameObject go in _uiHelpers)
        {
            go.SetActive(true);
        }

        StartCoroutine(PlayerUtils.MessageCoroutine("Cliquer les items sélectionnés pour les faire passer dans l'inventaire et inversement", 6, GameObject.FindObjectOfType <Game>()));
    }
Ejemplo n.º 2
0
    public void InitializeCircleMenu()
    {
        DestroyCircleMenu();
        _circleInventory = PlayerUtils.InitializeCircleMenu(GameObject.FindObjectOfType <Game>().player.inventory,
                                                            m_canvas.transform.parent.parent.parent.parent, new Vector3(-0.6f, 0.65f, 1f), 0.6f, 0.75f);

        /*
         * Dictionary<Item,int> inventory = new Dictionary<Item, int>();
         * foreach (Item item in GameObject.FindObjectOfType<Game>().player.inventory)
         * {
         *  if (inventory.ContainsKey(item)) inventory[item]++;
         *  else inventory[item] = 1;
         * }
         *
         * //inventory[FindObjectOfType<Game>().items[0]] = 1;
         * //inventory[FindObjectOfType<Game>().items[1]] = 3;
         *
         *
         * _circleInventory = new GameObject("Inventory");
         * _circleInventory.transform.parent = m_canvas.transform.parent.parent.parent.parent;
         * _circleInventory.transform.localPosition = new Vector3(-0.6f, 0.65f, 1f);
         *
         * int totalItems = inventory.Count;
         * int i = 0;
         * foreach (KeyValuePair<Item, int> kvp in inventory)
         * {
         *  GameObject prefab = kvp.Key.GetPrefab();
         *  GameObject item = Instantiate(prefab);
         *  item.GetComponent<Rigidbody>().useGravity = false;
         *  item.GetComponent<Rigidbody>().isKinematic = true;
         *  //capsule.transform.localScale = new Vector3(0.1f,0.1f,0.1f);
         *  item.transform.parent = _circleInventory.transform;
         *  float angle = (360 / (totalItems + 0.0f)) * i * Mathf.PI / 180;
         *  item.transform.localPosition = new Vector3(0.7f*Mathf.Cos(angle),0,0.7f*Mathf.Sin(angle));
         *  item.transform.localScale *= 0.75f;
         *  GameObject text = new GameObject("3DText");
         *  TextMesh tm = text.AddComponent<TextMesh>();
         *  tm.transform.localScale = new Vector3(0.1f, 0.1f, 0.1f);
         *  tm.transform.parent = item.transform;
         *  tm.transform.localPosition = new Vector3(0, 0, 0);
         *  tm.text = kvp.Value.ToString();
         *  i++;
         * }
         */
        ApplyRotationOnCircleMenu();
    }