private void Update() { if (Input.GetKeyDown(KeyCode.Space)) { inventory.Save(); } if (Input.GetKeyDown(KeyCode.KeypadEnter)) { inventory.Load(); } }
// Update is called once per frame void Update() { if (Input.GetKeyDown(KeyCode.F5)) { inventory.Save(); } if (Input.GetKeyDown(KeyCode.F6)) { inventory.Load(); } if (Input.GetMouseButtonDown(0)) { var data = getDistanceOnClick(); if (data != null) { var currentObj = data.Value.obj; var currentDist = data.Value.dist; if (currentObj.CompareTag("Chest") && currentDist <= 2f) { var item = currentObj.GetComponent <ChestLoot>(); if (item) { inventory.addItem(item.item, 1); Destroy(currentObj); } } ; } } }
private void Update() { if (Input.GetKeyDown("o")) { inventory.Save(); equipment.Save(); //Debug.Log("Inventory Saved"); } if (Input.GetKeyDown("p")) { inventory.Load(); equipment.Load(); //Debug.Log("Inventory Loaded"); } OpenInventory(); if (inventoryopen == true) { playerInventory.gameObject.SetActive(true); //Debug.Log("Inventory Open"); } if (inventoryopen == false) { playerInventory.gameObject.SetActive(false); //Debug.Log("Inventory Closed"); } }
// Update is called once per frame void Update() { if (Input.GetKeyDown(KeyCode.Z)) { zoomInToLocation(); } if (Input.GetKeyDown(KeyCode.X)) { zoomOutToLocation(); } if (Input.GetKeyDown(KeyCode.Space)) { Debug.Log("SHOULD BE SAVING"); inventory.Save(); } if (Input.GetKeyDown(KeyCode.KeypadEnter)) { Debug.Log("SHOULD BE LOADING"); inventory.Load(); } moveDirection = Input.GetAxis("Horizontal"); if (Input.GetButtonDown("Jump")) { isJumping = true; } Animate(); }
IEnumerator LoadInventories() { yield return(new WaitForSeconds(0.3f)); inventory.Load(); equipment.Load(); }
private void Update() { if (Input.GetKeyDown(KeyCode.Space)) { inventory.Save(); equipment.Save(); } if (Input.GetKeyDown(KeyCode.P)) { inventory.Load(); equipment.Load(); } if (Input.GetKeyDown(KeyCode.U)) { level.AddExp(level.GetXPForLevel(level.currLevel)); } float hAxis = Input.GetAxis("Horizontal"); float vAxis = Input.GetAxis("Forward"); Vector3 movement = new Vector3(hAxis, 0, vAxis) * speed * Time.deltaTime; rb.MovePosition(transform.position + movement); }
public void Load(PlayerData data) { gold = data.gold; transform.position = new Vector3(data.position[0], data.position[1], data.position[2]); InventoryController.Instance.PopulateSlots(); inventory.Load(data.inventory); }
void Load() { if (Input.GetKeyDown(KeyCode.L)) { inventory.Load(); Debug.Log("Game loaded"); } }
public void Update() { if (Input.GetKeyDown(KeyCode.Space)) { inventory.Save(); } else if (Input.GetKeyDown(KeyCode.F1)) { inventory.Load(); } }
public void Update() { if (Input.GetKeyDown(KeyCode.O)) { inventory.Save(); } if (Input.GetKeyDown(KeyCode.P)) { inventory.Load(); } }
private void Update() { if (Input.GetKeyDown(KeyCode.Space)) { inventory.Save(); } else if (Input.GetKeyDown(KeyCode.Return)) { inventory.Load(); } }
}//end of OnTriggerEnter void CheckForInventory() { if (playerInput.saveInventory) { inventory.Save(); } if (playerInput.loadInventory) { inventory.Load(); } }
private void Update() { if (Input.GetKeyDown(KeyCode.J)) { inventoryObject.Save(); } if (Input.GetKeyDown(KeyCode.K)) { inventoryObject.Load(); } }
private void Update() { if (Input.GetKeyDown(KeyCode.S)) { inventory.Save(); } if (Input.GetKeyDown(KeyCode.L)) { inventory.Load(); } }
void SaveAndLoadGame() { if (gameSave) { if (Input.GetKeyDown(KeyCode.K)) { gameSaveText.gameObject.SetActive(true); gameSaveText.text = "Save Game...Please Wait"; gameSave = false; playerExperience = LevelSystem.experience; playerLevel = LevelSystem.currentLevel; playerPositionX = transform.position.x; playerPositionY = transform.position.y; Debug.Log("save"); ProtectedSaveFiles.Basic.SaveController.Data.SavePlayerGold = currentGold; ProtectedSaveFiles.Basic.SaveController.Data.SavePlayerHP = playerCurrentHP; ProtectedSaveFiles.Basic.SaveController.Data.SavePlayerMana = playerCurrentMana; ProtectedSaveFiles.Basic.SaveController.Data.SaveCurrentEXP = LevelSystem.experience; ProtectedSaveFiles.Basic.SaveController.Data.SavePlayerLevel = LevelSystem.currentLevel; ProtectedSaveFiles.Basic.SaveController.Data.SavePlayerLocationX = transform.position.x; ProtectedSaveFiles.Basic.SaveController.Data.SavePlayerLocationY = transform.position.y; ProtectedSaveFiles.Basic.SaveController.Data.SaveCharacterSelection = currentCharacterSelection; ProtectedSaveFiles.Basic.SaveController.Data.SavePlayerScene = SceneManager.GetActiveScene().name; ProtectedSaveFiles.Basic.SaveController.Save(); inventory.Save(); equipment.Save(); StartCoroutine(WaitForSeconds(1f)); } if (Input.GetKeyDown(KeyCode.L)) { gameSaveText.gameObject.SetActive(true); gameSaveText.text = "Load Game...Please Wait"; gameSave = false; Debug.Log("load"); ProtectedSaveFiles.Basic.SaveController.Load(); currentGold = ProtectedSaveFiles.Basic.SaveController.Data.SavePlayerGold; playerCurrentHP = ProtectedSaveFiles.Basic.SaveController.Data.SavePlayerHP; playerCurrentMana = ProtectedSaveFiles.Basic.SaveController.Data.SavePlayerMana; playerExperience = ProtectedSaveFiles.Basic.SaveController.Data.SaveCurrentEXP; playerLevel = ProtectedSaveFiles.Basic.SaveController.Data.SavePlayerLevel; playerPositionX = ProtectedSaveFiles.Basic.SaveController.Data.SavePlayerLocationX; playerPositionY = ProtectedSaveFiles.Basic.SaveController.Data.SavePlayerLocationY; currentCharacterSelection = ProtectedSaveFiles.Basic.SaveController.Data.SaveCharacterSelection; transform.position = new Vector2(playerPositionX, playerPositionY); inventory.Load(); equipment.Load(); StartCoroutine(WaitForSeconds(1f)); } } }
private void Update() { // Debug.Log(boneCombiner._RootBoneDictionary); if (Input.GetKeyDown(KeyCode.Space)) { inventory.Save(); } if (Input.GetKeyDown(KeyCode.KeypadEnter)) { inventory.Load(); } }
private void Update() { if (Input.GetKeyDown(saveKey)) { inventory.Save(); Debug.Log("Saved inventory!"); } if (Input.GetKeyDown(loadKey)) { inventory.Load(); Debug.Log("Loaded inventory!"); } }
// Update is called once per frame void Update() { if (Input.GetKeyDown(KeyCode.Space)) { Debug.Log("Saving"); inventory.Save(); } if (Input.GetKeyDown(KeyCode.Delete)) { Debug.Log(":Loading"); inventory.Load(); } }
private void Update() { if (Input.GetKeyDown(KeyCode.Space)) { Debug.Log("Saving Inventory"); inventory.Save(); } if (Input.GetKeyDown(KeyCode.L)) { Debug.Log("Loading Inventory"); inventory.Load(); } }
// Update is called once per frame private void Update() { if (Input.GetKeyDown(KeyCode.Space)) { inventory.Save(); Debug.Log("Space Pressed"); } if (Input.GetKeyDown(KeyCode.KeypadEnter)) { inventory.Load(); Debug.Log("Enter Pressed"); } }
private void Update() { this.transform.position = new Vector3(cam.transform.position.x, -1f, transform.position.y); if (Input.GetKeyDown(KeyCode.F11)) { inventory.Save(); distellery.Save(); } if (Input.GetKeyDown(KeyCode.F12)) { inventory.Load(); distellery.Load(); } }
private void Update() { if (Input.GetKeyDown(KeyCode.F5)) { inventory.Save(); equipment.Save(); } if (Input.GetKeyDown(KeyCode.F9)) { inventory.Load(); equipment.Load(); } }
// Update is called once per frame void Update() { Vector3 mousePos = Camera.main.ScreenToWorldPoint(Input.mousePosition); Vector2 mousePos2D = new Vector2(mousePos.x, mousePos.y); RaycastHit2D hit = Physics2D.Raycast(mousePos2D, Vector2.zero); Vector2 mousePos2DRounded = new Vector2(Mathf.Round(mousePos2D.x), Mathf.Round(mousePos2D.y) * 0.5f); if (Input.GetMouseButtonDown(0)) { if (hit.collider != null && hit.collider.tag == "canpickup") { var item = hit.collider.gameObject.GetComponent <GroundItem>(); if (item) { inventory.AddItem(new Item(item.item), 1); //inventory.AddItem(item.item, 1); Destroy(hit.collider.gameObject); } } } if (Input.GetKeyDown(KeyCode.Z)) { zoomInToLocation(); } if (Input.GetKeyDown(KeyCode.X)) { zoomOutToLocation(); } if (Input.GetKeyDown(KeyCode.Space)) { Debug.Log("SHOULD BE SAVING"); inventory.Save(); } if (Input.GetKeyDown(KeyCode.KeypadEnter)) { Debug.Log("SHOULD BE LOADING"); inventory.Load(); } moveDirection = Input.GetAxis("Horizontal"); if (Input.GetButtonDown("Jump")) { isJumping = true; } Animate(); }
private void Update() //update only on key press { if (Input.GetKeyDown(KeyCode.Space)) //allow saving inventory { inventory.Save(); } if (Input.GetKeyDown(KeyCode.KeypadEnter)) //allow loading inventory { inventory.Load(); } if (Input.GetKey("escape")) //allow player to quit application { Application.Quit(); } }
private void Update() { if (Input.GetKeyDown(KeyCode.Space)) { inventory.Save(); playerEquipment.Save(); Debug.Log("Saved"); } if (Input.GetKeyDown(KeyCode.KeypadEnter)) { inventory.Load(); playerEquipment.Load(); Debug.Log("Loaded"); } }
private void Update() { //SAVE if (Input.GetKeyDown(KeyCode.Space)) { inventory.Save(); equipment.Save(); } //LOAD if (Input.GetKeyDown(KeyCode.L)) { inventory.Load(); equipment.Load(); } }
private void Update() { if (Input.GetKeyDown(KeyCode.Space)) { inventory.Save(); shop.Save(); equipment.Save(); } if (Input.GetKeyDown(KeyCode.L)) { inventory.Load(); shop.Load(); equipment.Load(); } }
// Update is called once per frame void Update() { if (Input.GetKeyDown(KeyCode.Space)) { inventory.Save(); equipement.Save(); Debug.Log("saved"); } if (Input.GetKeyDown(KeyCode.Z)) { inventory.Load(); equipement.Load(); Debug.Log("loaded"); } }
private void Update() { if (Input.GetKeyDown(KeyCode.Space)) { inventory.Save(); fridge.Save(); } if (Input.GetKeyDown(KeyCode.KeypadEnter)) { inventory.Load(); fridge.Load(); } if (Input.GetKey("escape")) { Application.Quit(); } }
void Update() { if (Input.GetKeyDown(KeyCode.I)) { inventoryUI.gameObject.SetActive(true); inventoryUI.Show(); } if (Input.GetKeyDown(KeyCode.Space)) { Item item = new Item(groundItem[0].item); inventory.AddItem(item, 2); } if (Input.GetKey(KeyCode.D)) { if (Input.GetKeyDown(KeyCode.A)) { Item item = new Item(groundItem[0].item); inventory.AddItem(item, 1); } if (Input.GetKeyDown(KeyCode.B)) { Item item = new Item(groundItem[1].item); inventory.AddItem(item, 1); } if (Input.GetKeyDown(KeyCode.F)) { Item item = new Item(groundItem[2].item); inventory.AddItem(item, 1); } } if (Input.GetKeyDown(KeyCode.S)) { inventory.Save(); } if (Input.GetKeyDown(KeyCode.L)) { inventory.Load(); } if (Input.GetKeyDown(KeyCode.C)) { inventory.Clear(); } }