public void ActivateDialogueView(Character character, string[] options) { _dialogueView.SetActive(true); _isDialogueView = true; CanvasSettings.ToggleControl(false); _currentInteractingCharacter = character; _helpText.text = character.CharacterName; _name.text = ""; _lastScrollTime = Time.time; _currentDialogueIndex = 0; _dialogueList.Clear(); Vector3 nextPosition = Vector3.zero; foreach (string dialogue in options) { GameObject dialogueObject = Instantiate(_dialoguePrefab); dialogueObject.transform.SetParent(_dialogueView.transform, false); dialogueObject.GetComponent <Text>().text = dialogue; dialogueObject.transform.localPosition = nextPosition; nextPosition = new Vector3(0, nextPosition.y - dialogueObject.GetComponent <RectTransform>().rect.height, 0); _dialogueList.Add(dialogueObject); } SetCurrentDialogue(); }
private static void Respawn() { CanvasSettings.DeactivateMenu(); Destroy(GameObject.Find("DeathCamera")); ConnectedCharacters.MyPlayer.Respawn(); NetworkSend.Reliable("RESPAWN|"); }
// Start is called before the first frame update void Start() { _gameManager = GameObject.Find("GameManager").GetComponent <GameManager>(); _musicManager = GameObject.Find("MusicManager").GetComponent <MusicManager>(); _canvasSettings = gameObjectCanvasSetting.GetComponent <CanvasSettings>(); _canvasRanking = gameObjectCanvasRanking.GetComponent <CanvasRanking>(); _audioSources = GetComponents <AudioSource>(); StartCoroutine(CoroutineIntroduction()); }
public void DeactivateDialogueView() { _dialogueView.SetActive(false); CanvasSettings.ToggleControl(true); foreach (GameObject dialogue in _dialogueList) { Destroy(dialogue); } _dialogueList.Clear(); _currentDialogueIndex = 0; _isDialogueView = false; }
void Start() { canvasSettings = GetComponent <CanvasSettings>(); renderSettings = GetComponent <Rendering.RenderSettings>(); LoadTemplate(settings); //Load previous or auto detect optimal settings if (PlayerPrefs.HasKey(playerPrefKey)) { LoadSettings(); } else if (automaticOptimalSettings && !PlayerPrefs.HasKey(playerPrefKey)) { DetermineOptimalSettings(); } }
public void Spawn(string[] data) { Character character = ConnectedCharacters.Characters[int.Parse(data[1])]; Spawn( int.Parse(data[2]), character.CharacterName + " (Dead)", character.CharacterPersonality, character.Avatar.transform.position.x, character.Avatar.transform.position.y, character.Avatar.transform.position.z, character.Avatar.transform.eulerAngles.x, character.Avatar.transform.eulerAngles.y, character.Avatar.transform.eulerAngles.z, character.MaxHealth, character.CurrentHealth, character.MaxStamina, character.CurrentStamina, character.Gold, character.BaseWeight, character.BaseDamage, character.BaseArmor, character.WeaponId, character.ApparelId, 0 ); for (int j = 3; j < data.Length; j++) { ConnectedCharacters.Characters[int.Parse(data[2])].Inventory.Add(int.Parse(data[j])); } if (character.CharacterId == ConnectedCharacters.MyPlayer.CharacterId) { GameObject deathCamera = Instantiate(DeathCameraPrefab); deathCamera.name = "DeathCamera"; deathCamera.transform.position = character.Avatar.transform.position; deathCamera.transform.rotation = character.Avatar.transform.rotation; deathCamera.transform.position += new Vector3(0, 2.5f, 2.5f); deathCamera.transform.Rotate(20, 0, 0); CanvasSettings.ActivateDeathMenu(); } character.Death(); }
private void Update() { if (Input.GetKeyDown(KeyCode.F)) { CanvasSettings.ToggleInventoryMenu(ConnectedCharacters.MyPlayer, "INVENTORY"); } if (Input.GetKeyDown(KeyCode.Escape)) { CanvasSettings.TogglePauseMenu(); } if (Input.GetButtonDown("Fire1") && !_characterAnimator.Attacking) { NetworkSend.Reliable("ATK|"); _characterAnimator.Attack(); } if (!_characterAnimator.Attacking) { CanHit = true; } }
public override void StartMerchant() { CanvasSettings.ToggleInventoryMenu(this, "MERCHANT"); }
public override void StartLoot() { CanvasSettings.ToggleInventoryMenu(this, "LOOT"); }
private void Start() { CanvasSettings.InitializeCanvases(); }