private void Start() { // load local resources // (moving all logic from start function to this first time function) gameDataSaver = GetComponent <GameDataSaver>(); logoutButton.onClick.AddListener(onLogout); exitButton.onClick.AddListener(onExit); logoutCanvas = FindObjectOfType <LogoutCanvas>(); questWindowUI = FindObjectOfType <QuestWindowUI>(); reviveController = FindObjectOfType <ReviveController>(); hud = FindObjectOfType <HUDController>(); dialogueUI = FindObjectOfType <DialogueUI>(); actionBar = GetComponentInChildren <ActionBarController>(); inventoryManager = gameObject.GetComponentInChildren <InventoryManager>(true); inventory = inventoryManager.inventory; equipment = gameObject.GetComponentInChildren <EquipmentPanel>(true).equipment; // set up component logoutCanvas.gameObject.SetActive(false); hud.gameObject.SetActive(false); QuestManager.instance.questWindowUI = questWindowUI; DialogueManager.instance.dialogueUI = dialogueUI; StartCoroutine(LoadGameScene()); exitButton.enabled = false; logoutButton.gameObject.SetActive(false); exitButton.gameObject.SetActive(false); // If game data exists in the database // Override the first stats load using the user data if (User.GetActiveCharacter().GameState.isDirty) { GameCharacter.Stats = GameCharacter.GetStatsFromData(UserService.Instance.User.GetActiveCharacter().GameState.Stats); GameCharacter.Stats.Setup(); } }
private ActionBarView getActionBar() { var ret = new ActionBarController().Initialize(); mViewModel.ActionBar = ret; return(ret); }
virtual public void Interact() { this.player.LockMovement(); this.actionBar.SetActive(true); ActionBarController actionBarController = this.actionBar.GetComponent <ActionBarController>(); actionBarController.interactable = this; }
void Awake() { actionBars = FindObjectOfType <ActionBarController>(); bagList = new Item[bagSize]; InputEventManager.OnActionBarPress += SwapActiveAction; InputEventManager.OnScrollWheel += ScrollInventory; SetInventory(); SwapActiveAction(this, 0); }