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>(); }
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>(); }
//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>(); }
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>(); }
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>(); }
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; }
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; }
/// <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" }; }
void Start() { rosterMenu = RosterMenu.GetComponent <RosterMenu>(); rosterMenu.registerObserver(this); skillMenu = Talents.GetComponent <SkillMenu>(); }
private void Awake() { instance = this; gameObject.SetActive(false); }
// 0 = FIGHT // 1 = BAG // 2 = POKEMON // 3 = RUN void Awake() { S = this; }
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); }