Example #1
0
 private void OnEnable()
 {
     if (CameraT == null)
     {
         return;
     }
     if (Target == null)
     {
         Target = CameraT.Target;
     }
     if (Target == null)
     {
         return;
     }
     //WaitForEndOfFrame w = new WaitForEndOfFrame();
     Debug.Log("Called? " + Target.name);
     if (!created)
     {
         Character.Humus H = Target.GetComponent <Character.Humus>();
         if (H == null)
         {
             return;
         }                          //Target not Human?
         if (H.GetInventorySpace() == 0)
         {
             return;
         }
         CreateSlots(H.GetInventorySpace());
         AddInventory(H.GetInventory());
         created = true;
         Target.GetComponentInChildren <Character.Inventory>().OnChange += InventoryUI_OnChange; //Might be bad check for it too
         MakeSelected(H.HoldIndex());
     }
 }
Example #2
0
 private void I_OnInteract(Transform who)
 {
     Character.Humus H = who.GetComponent <Character.Humus>();
     if (H == null)
     {
         return;
     }
     GiveItself(H);
 }
Example #3
0
 void OnEnable()
 {
     DisableAttacks();
     CH = GetComponentInParent <Character.Humus>();
     if (CH == null)
     {
         active = false;
         OnDisable();
     }
     else
     {
         active = true;
         DoEquipAni();
     }
 }
Example #4
0
 private void DoEquipAni()
 {
     if (MV == null)
     {
         return;
     }
     if (!equipanimate)
     {
         return;
     }
     //Character.Player P = GetComponentInParent<Character.Player>();
     Character.Humus H = GetComponentInParent <Character.Humus>();
     if (H != null && H.HeldItem == transform) //Only player can do animations for now
     {
         MV.PlayAnimation(1);
         counter = MV.currentAniTime();
         canfire = false;
     }
 }
Example #5
0
 private void CameraT_TargetSwitched(Transform T)
 {
     if (Inv != null)
     {
         Inv.OnChange -= Inv_OnChange;
     }
     //I wonder why and where is it worth checking, becoming delirious
     HPBar.GetComponent <HealthBar>().GetTarget(T);
     //ABar.GetComponent<AmmoBar>().GetTarget(T);
     Character.Humus H = T.GetComponent <Character.Humus>();
     if (H == null)
     {
         ABar.SetActive(false);
         Inv = null;
         return;
     }
     Inv = H.GetComponentInChildren <Character.Inventory>();
     if (Inv != null)
     {
         Inv.OnChange += Inv_OnChange;
     }
 }
Example #6
0
 private void OnEnable()
 {
     Character.Humus H = GetComponentInParent <Character.Humus>(); // Just how far does it detect?
     //Debug.Log(H.gameObject.name);
     if (H != null && H != Owner)
     {
         H = Owner; return;
     }                                                  //If different parent (for whatever reason), he is now the owner!
     if (H == Owner)
     {
         return;
     }                                      //If enabled and still belongs to owner, do nothing. (is still not interactible)
     if (H == null)
     {
         Owner = null;
     }                                //If no parent (owner), can be interacted again. This is very bad?
     Collider2D[] C = GetComponents <Collider2D>();
     for (int i = 0; i < C.Length; i++)
     {
         C[i].isTrigger = false;
     }
 }
Example #7
0
 public void GiveItself(Character.Humus H)
 {
     //Debug.Log("Giving if possible!");
     if (Owner == null && Owner != H)
     {
         if (H.TakeItem(this.transform))
         {
             GetComponent <SpriteRenderer>().sortingOrder = H.GetComponent <SpriteRenderer>().sortingOrder + 1;
             Owner = H;
             if (RB != null && !RB.simulated)
             {
                 RB.simulated = true;
             }
             Collider2D[] C = GetComponents <Collider2D>();
             for (int i = 0; i < C.Length; i++)
             {
                 C[i].isTrigger = true;
             }
         }
         //Should disable Interactible and collision
     }
 }