Example #1
0
        /// <summary>
        /// Sets the EXP bar reference
        /// </summary>
        /// <param name="panelName"> Name of panel </param>
        /// <param name="EXPBar"> EXPBar object reference </param>
        public void SetEXPBar(string panelName, EXPBar EXPBar)
        {
            if (panelName == PanelConstants.REWARDSPANEL)
            {
                rewardsPanelEXPBar = EXPBar;
            }
            else if (panelName == PanelConstants.STATSPANEL)
            {
                statsPanelEXPBar = EXPBar;
            }

            EXPBar.SetEXPBar(pm.EXPToNextLVL, pm.EXP);
        }
Example #2
0
    // Use this for initialization
    void Awake()
    {
        #region Singleton Behaviour
        /* Singleton behaviour. */
        if (_instance == null)
        {
            _instance = this;
        }
        else if (_instance != this)
        {
            Destroy(gameObject);
            Destroy(this);
            return;
        }
        DontDestroyOnLoad(gameObject);
        #endregion

        hotSpot = new Vector2(cursorTexture.width / 2, cursorTexture.height / 2);   // middle of the crossheir

        inventoryUIOn = false;
        dialogueUIOn  = false;
        insigniaOn    = false;
        journalOn     = false;
        healthBarOn   = true;
        expBarOn      = true;

        playerController = player.GetComponent <PlayerController>();
        playerInventory  = inventory.GetComponent <PlayerInventory>();
        questTracker     = questTrackerObj.GetComponent <UIQuestTracker>();
        dialogue         = dialogueObj.GetComponent <DialogueManager>();
        insigniaPanel    = insigniaObj.GetComponent <InsigniaPanel>();
        healthBar        = healthBarObj.GetComponent <HealthBar>();
        journal          = journalObj.GetComponent <Journal>();
        expBar           = expBarObj.GetComponent <EXPBar>();
        itemTooltip      = itemTooltipObj.GetComponent <ItemTooltip>();
        playerHp         = playerController.Hp;

        /* Turn on (initialize) the UI, then turn it back off (assumes they're hidden in Unity editor at start). */
        inventory.SetActive(true);
        inventory.SetActive(false);
        dialogueObj.SetActive(true);
        dialogueObj.SetActive(false);
        insigniaObj.SetActive(true);
        insigniaObj.SetActive(false);
        journalObj.SetActive(true);
        journalObj.SetActive(false);
        itemTooltipObj.SetActive(true);
        itemTooltipObj.SetActive(false);
    }
Example #3
0
 /// <summary>
 /// Sets the partyMemberDisplay for the rewards panel
 /// </summary>
 /// <param name="pmd"> PartyMemberDisplay object </param>
 /// <param name="panelName"> String </param>
 /// <param name="EXPBarRef"> EXPBar object </param>
 /// <param name="LVLTextRef"> LocalizedText object </param>
 public void SetPartyMemberDisplayRewardsPanel(PartyMemberDisplay pmd, string panelName, EXPBar EXPBarRef, LocalizedText LVLTextRef)
 {
     this.pmdRewardsPanel = pmd;
     SetEXPBar(panelName, EXPBarRef);
     SetLVLText(panelName, LVLTextRef);
 }
Example #4
0
 private void Awake()
 {
     instance = this;
 }