Ejemplo n.º 1
0
        private void Start()
        {
            _mainWindow = new Rect(20f, 60f, 250f, 50f);

            _miscItemsMenu = Game.Instance.gameObject.AddComponent <MiscItemsMenu>();
            _skillMenu     = Game.Instance.gameObject.AddComponent <SkillMenu>();
            _craftingMenu  = Game.Instance.gameObject.AddComponent <CraftingMenu>();
            _autoSellMenu  = Game.Instance.gameObject.AddComponent <AutoSellMenu>();
            _questMenu     = Game.Instance.gameObject.AddComponent <QuestMenu>();
        }
Ejemplo n.º 2
0
    void Start()
    {
        vitality  = GetComponent <Vitality>();
        mentality = GetComponent <Mentality>();

        skillMenu = GameObject.FindWithTag("Main").GetComponent <SkillMenu>();
        skillMenu.unlockSkill(1);
        skillMenu.setSkillMessage(1, "Roar");

        soundEffectManager = GameObject.FindWithTag("Main").GetComponent <SoundEffectManager>();
    }
Ejemplo n.º 3
0
    //private SoundEffectManager soundEffectManager;

    void Start()
    {
        vitality = GetComponent <Vitality>();

        isInvisible = false;

        skillMenu = GameObject.FindWithTag("Main").GetComponent <SkillMenu>();
        skillMenu.unlockSkill(2);
        skillMenu.setSkillMessage(2, "Invisible");

        //soundEffectManager = GameObject.FindWithTag("Main").GetComponent<SoundEffectManager>();
    }
Ejemplo n.º 4
0
    void Start()
    {
        mentality = GetComponent <Mentality>();

        skillMenu = GameObject.FindWithTag("Main").GetComponent <SkillMenu>();
        skillMenu.unlockSkill(4);

        maze = GameObject.FindWithTag("Main").GetComponent <MazeGenerator>();

        bloodPrefab = GameObject.FindGameObjectWithTag("BloodFromPlayer");

        soundEffectManager = GameObject.FindWithTag("Main").GetComponent <SoundEffectManager>();
    }
Ejemplo n.º 5
0
    void Start()
    {
        vitality = GetComponent <Vitality>();
        maze     = GameObject.FindWithTag("Main").GetComponent <MazeGenerator>();
        player   = GameObject.FindWithTag("Player");

        R = maze.MAZE_R;
        C = maze.MAZE_C;

        skillMenu = GameObject.FindWithTag("Main").GetComponent <SkillMenu>();
        skillMenu.unlockSkill(3);
        skillMenu.setSkillMessage(3, "Eye");

        soundEffectManager = GameObject.FindWithTag("Main").GetComponent <SoundEffectManager>();
    }
Ejemplo n.º 6
0
    void Start()
    {
        characterMotor = GetComponent <CharacterMotor>();
        vitality       = GetComponent <Vitality>();
        footstep       = GetComponentInChildren <Footstep>();

        skillMenu = GameObject.FindWithTag("Main").GetComponent <SkillMenu>();
        skillMenu.unlockSkill(0);
        skillMenu.setSkillMessage(0, "Sprint");

        soundEffectManager = GameObject.FindWithTag("Main").GetComponent <SoundEffectManager>();

        sprintForwardSpeed   = originalForwardSpeed * timesOfSpeed;
        sprintSidewaysSpeed  = originalSidewaysSpeed * timesOfSpeed;
        sprintBackwardsSpeed = originalBackwardsSpeed * timesOfSpeed;
    }
Ejemplo n.º 7
0
    void AddSubMenuComponent()
    {
        StatusMenu sm = gameObject.AddComponent <StatusMenu> ();

        sm.enabled = false;

        SkillMenu skm = gameObject.AddComponent <SkillMenu> ();

        skm.enabled = false;

        EquipMenu em = gameObject.AddComponent <EquipMenu> ();

        em.enabled = false;

        ItemMenu im = gameObject.AddComponent <ItemMenu> ();

        im.enabled = false;

        SaveMenu sam = gameObject.AddComponent <SaveMenu> ();

        sam.enabled = false;
    }
Ejemplo n.º 8
0
        /// <summary>
        /// Create the game scene
        /// </summary>
        public GameScene(GameEngine engine) : base(0, 0)
        {
            // Create all of the sub-menus
            StatusMenu    = new StatusMenu(0, 0, 15, engine.CONSOLE_HEIGHT);
            MessageMenu   = new MessageMenu(14, 50, engine.CONSOLE_WIDTH - 14, engine.CONSOLE_HEIGHT - 50);
            DungeonScreen = new DungeonScreen(16, 2, AscensionGame.DungeonWidth, AscensionGame.DungeonHeight, engine);
            InventoryMenu = new InventoryMenu(14, 0, engine.CONSOLE_WIDTH - 14, engine.CONSOLE_HEIGHT - 1, engine);
            SkillMenu     = new SkillMenu(14, 0, engine.CONSOLE_WIDTH - 14, engine.CONSOLE_HEIGHT - 1, engine);

            // Attach all of the sub-menus
            this.AttachChild("Status", StatusMenu);
            this.AttachChild("Message", MessageMenu);
            this.AttachChild("Dungeon", DungeonScreen);
            this.AttachChild("Inventory", InventoryMenu);
            this.AttachChild("Skill", SkillMenu);

            UniqueMenus = new List <string> {
                "Dungeon",
                "Message",
                "Inventory",
                "Skill"
            };
        }
Ejemplo n.º 9
0
 void Start()
 {
     rosterMenu = RosterMenu.GetComponent <RosterMenu>();
     rosterMenu.registerObserver(this);
     skillMenu = Talents.GetComponent <SkillMenu>();
 }
Ejemplo n.º 10
0
 private void Awake()
 {
     instance = this;
     gameObject.SetActive(false);
 }
Ejemplo n.º 11
0
 // 0 = FIGHT
 // 1 = BAG
 // 2 = POKEMON
 // 3 = RUN
 void Awake()
 {
     S = this;
 }
Ejemplo n.º 12
0
    public void Initialize(MyCharacterController controller)
    {
        characterStats.setChar(this);
        this.topDownController = controller;

        skillMenu = GameObject.Find("Food Skills").GetComponent<SkillMenu>();
        skillMenu.SetCharacter(this);
        abDB = GameObject.Find("Databases").GetComponent<AbilityDatabase>();
        SkillMenu characterSkills = GameObject.Find("Character Skills").GetComponent<SkillMenu>();
        characterSkills.SetCharacter(this);

        for (int i = 0; i < charAbilitiesIndex.Count; i++)
            addCharAbilities(abDB.getAbilityById(charAbilitiesIndex[i]));

        tasteTranslater = new SimpleTasteTranslation();
        skillMenu.updateSkillList();
        characterSkills.updateSkillList();
        //to refresh their setter
        characterStats.MovementSpeed = characterStats.MovementSpeed;
        characterStats.AttackSpeed = characterStats.AttackSpeed;

        DamageOverTime dot = new DamageOverTime();
        dot.duration = 6;
        dot.damage = 20;
        dot.hitsPerSecond = 1;
        dot.ChanceOfApplying = 25;
        dot.typeOfDamage = TypeOfEffects.fire;
        onHitStatusEffects.Add(dot);
    }