void Start() { //create gameobject so we can have access to a tranform thats position is Vector3.zero GameObject goMat = new GameObject("VisualPath", typeof(VisualPath)); GameObject go; tileSpriteController = new TileSpriteController(world); tileSpriteController.Render(); characterSpriteController = new CharacterSpriteController(world); furnitureSpriteController = new FurnitureSpriteController(world); jobSpriteController = new JobSpriteController(world, furnitureSpriteController); inventorySpriteController = new InventorySpriteController(world, inventoryUI); buildModeController = new BuildModeController(); if (Settings.getSettingAsBool("DevTools_enabled", false)) { spawnInventoryController = new SpawnInventoryController(); } mouseController = new MouseController(buildModeController, furnitureSpriteController, circleCursorPrefab); keyboardController = new KeyboardController(buildModeController, Instance); questController = new QuestController(); cameraController = new CameraController(); //Initialising controllers GameObject Controllers = GameObject.Find("Controllers"); Instantiate(Resources.Load("UIController"), Controllers.transform); GameObject Canvas = GameObject.Find("Canvas"); go = Instantiate(Resources.Load("UI/ContextMenu"), Canvas.transform.position, Canvas.transform.rotation, Canvas.transform) as GameObject; go.name = "ContextMenu"; }
public void Start() { // Create gameobject so we can have access to a tranform thats position is "Vector3.zero". GameObject mat = new GameObject("VisualPath", typeof(VisualPath)); GameObject go; tileSpriteController = new TileSpriteController(World); tileSpriteController.Render(); characterSpriteController = new CharacterSpriteController(World); furnitureSpriteController = new FurnitureSpriteController(World); jobSpriteController = new JobSpriteController(World, furnitureSpriteController); inventorySpriteController = new InventorySpriteController(World, inventoryUI); buildModeController = new BuildModeController(); spawnInventoryController = new SpawnInventoryController(); mouseController = new MouseController(buildModeController, furnitureSpriteController, circleCursorPrefab); keyboardController = new KeyboardController(buildModeController, Instance); questController = new QuestController(); cameraController = new CameraController(); // Hiding Dev Mode spawn inventory controller if devmode is off. spawnInventoryController.SetUIVisibility(Settings.GetSettingAsBool("DialogBoxSettings_developerModeToggle", false)); // Initialising controllers. GameObject controllers = GameObject.Find("Controllers"); Instantiate(Resources.Load("UIController"), controllers.transform); GameObject canvas = GameObject.Find("Canvas"); go = Instantiate(Resources.Load("UI/ContextMenu"), canvas.transform.position, canvas.transform.rotation, canvas.transform) as GameObject; go.name = "ContextMenu"; }
public List <GameObject> HandleDragVisual(MouseController.DragParameters parameters, Transform parent) { List <GameObject> objects = new List <GameObject>(); if (parameters.EndX != parameters.StartX) { // We should NEVER reach here, the disable dragging means that this should NEVER be true throw new ArgumentException("Parameters Start X/Y values should Equal End X/Y values, this is taken care by the DisableDragging = true property."); } Tile t = WorldController.Instance.World.GetTileAt(parameters.StartX, parameters.StartY, WorldController.Instance.CameraController.CurrentLayer); if (t != null) { // Show generic visuals GameObject go = new GameObject(); go.transform.SetParent(parent); go.transform.position = new Vector3(parameters.StartX, parameters.StartY); if (t.Furniture == null && (t.Inventory == null || t.Inventory.Type == InventoryToBuild) && t.Type != TileType.Empty) { InventorySpriteController.SetSprite(go, CurrentInventory).color = Color.green; // = new Color(0.5f, 1f, 0.5f, 0.25f); } else { InventorySpriteController.SetSprite(go, CurrentInventory).color = Color.red; // new Color(1f, 0.5f, 0.5f, 0.25f); } objects.Add(go); } return(objects); }
protected override void OnChanged(Character character) { // Make sure the furniture's graphics are correct. GameObject inventoryGo = objectGameObjectMap[character].transform.GetChild(0).gameObject; SpriteRenderer inventorySR = inventoryGo.GetComponent <SpriteRenderer>(); // Important to set the characters SortOrder first. int charSortOrder = character.Animation.SetAndGetSortOrder(); if (character.Inventory != null) { inventorySR = InventorySpriteController.SetSprite(inventoryGo, character.Inventory); inventorySR.sortingOrder = charSortOrder + 1; } else { inventorySR.sprite = null; if (inventoryGo.transform.childCount > 0) { // Inventory should only ever have one child to destroy. GameObject.Destroy(inventoryGo.transform.GetChild(0).gameObject); } } if (objectGameObjectMap.ContainsKey(character) == false) { UnityDebugger.Debugger.LogError("CharacterSpriteController", "OnCharacterChanged -- trying to change visuals for character not in our map."); return; } GameObject char_go = objectGameObjectMap[character]; char_go.transform.position = new Vector3(character.X, character.Y, character.Z); }
void Start() { GameObject go; tileSpriteController = new TileSpriteController(world); tileSpriteController.Render(); characterSpriteController = new CharacterSpriteController(world); furnitureSpriteController = new FurnitureSpriteController(world); jobSpriteController = new JobSpriteController(world, furnitureSpriteController); inventorySpriteController = new InventorySpriteController(world, inventoryUI); buildModeController = new BuildModeController(); if (Settings.getSettingAsBool("DevTools_enabled", false)) { spawnInventoryController = new SpawnInventoryController(); } mouseController = new MouseController(buildModeController, furnitureSpriteController, circleCursorPrefab); keyboardController = new KeyboardController(buildModeController, Instance); //Initialising controllers GameObject Controllers = GameObject.Find("Controllers"); Instantiate(Resources.Load("UIController"), Controllers.transform); GameObject Canvas = GameObject.Find("Canvas"); go = Instantiate(Resources.Load("UI/ContextMenu"), Canvas.transform.position, Canvas.transform.rotation, Canvas.transform) as GameObject; go.name = "ContextMenu"; }
public void Start() { // Create GameObject so we can have access to a transform which has a position of "Vector3.zero". new GameObject("VisualPath", typeof(VisualPath)); GameObject go; tileSpriteController = new TileSpriteController(World); characterSpriteController = new CharacterSpriteController(World); furnitureSpriteController = new FurnitureSpriteController(World); utilitySpriteController = new UtilitySpriteController(World); jobSpriteController = new JobSpriteController(World, furnitureSpriteController, utilitySpriteController); inventorySpriteController = new InventorySpriteController(World, inventoryUI); shipSpriteController = new ShipSpriteController(World); buildModeController = new BuildModeController(); spawnInventoryController = new SpawnInventoryController(); mouseController = new MouseController(buildModeController, furnitureSpriteController, utilitySpriteController, circleCursorPrefab); questController = new QuestController(); cameraController = new CameraController(); TradeController = new TradeController(); autosaveManager = new AutosaveManager(); dialogBoxManager = GameObject.Find("Dialog Boxes").GetComponent <DialogBoxManager>(); // Register inputs actions KeyboardManager.Instance.RegisterInputAction("DevMode", KeyboardMappedInputType.KeyDown, ChangeDevMode); // Hiding Dev Mode spawn inventory controller if devmode is off. spawnInventoryController.SetUIVisibility(Settings.GetSetting("DialogBoxSettingsDevConsole_developerModeToggle", false)); cameraController.Initialize(); cameraController.Moved += this.World.OnCameraMoved; // Initialising controllers. GameObject canvas = GameObject.Find("Canvas"); go = Instantiate(Resources.Load("UI/ContextMenu"), canvas.transform.position, canvas.transform.rotation, canvas.transform) as GameObject; go.name = "ContextMenu"; GameController.Instance.IsModal = false; GameObject devConsole = (GameObject)Instantiate(Resources.Load("UI/Console/DevConsole")); // This is just to make sure it isn't null (the static thing shouldn't destroy this copy but in some edge cases it might decide to). if (devConsole != null) { devConsole.name = "DevConsole-Spawned"; devConsole.transform.SetParent(canvas.transform, false); devConsole.transform.SetAsLastSibling(); devConsole.SetActive(true); DeveloperConsole.DevConsole.Close(); } }
protected override void OnChanged(Character character) { // Make sure the furniture's graphics are correct. GameObject inventoryGo = objectGameObjectMap[character].transform.GetChild(0).gameObject; SpriteRenderer inventorySR = inventoryGo.GetComponent <SpriteRenderer>(); // Important to set the characters SortOrder first. int charSortOrder = character.Animation.SetAndGetSortOrder(); if (character.Inventory != null) { inventorySR = InventorySpriteController.SetSprite(inventoryGo, character.Inventory); inventorySR.sortingOrder = charSortOrder + 1; } else { inventorySR.sprite = null; if (inventoryGo.transform.childCount > 0) { // Inventory should only ever have one child to destroy. GameObject.Destroy(inventoryGo.transform.GetChild(0).gameObject); } } GameObject char_go; if (objectGameObjectMap.TryGetValue(character, out char_go) == false) { UnityDebugger.Debugger.LogError("CharacterSpriteController", "OnCharacterChanged -- trying to change visuals for character not in our map."); return; } char_go.transform.position = new Vector3(character.X, character.Y, character.Z); if (character.IsSelected) { VisualPath path = char_go.GetComponentInChildren <VisualPath>(); if (path == null) { path = GameObject.Instantiate <VisualPath>(Resources.Load <VisualPath>("UI/VisualPath"), char_go.transform); } path.SetVisualPoints(character.Path); } }
protected override void OnChanged(GameCharacter character) { // Make sure the furniture's graphics are correct. GameObject inventoryGo = objectGameObjectMap[character].transform.GetChild(0).gameObject; SpriteRenderer inventorySR = inventoryGo.GetComponent <SpriteRenderer>(); // Important to set the characters SortOrder first. int charSortOrder = character.Animation.SetAndGetSortOrder(); if (character.Inventory != null) { inventorySR = InventorySpriteController.SetSprite(inventoryGo, character.Inventory); inventorySR.sortingOrder = charSortOrder + 1; } else { inventorySR.sprite = null; if (inventoryGo.transform.childCount > 0) { // Inventory should only ever have one child to destroy. GameObject.Destroy(inventoryGo.transform.GetChild(0).gameObject); } } if (objectGameObjectMap.ContainsKey(character) == false) { UnityDebugger.Debugger.LogError("CharacterSpriteController", "OnCharacterChanged -- trying to change visuals for character not in our map."); return; } GameObject char_go = objectGameObjectMap[character]; char_go.transform.position = new Vector3(character.X, character.Y, character.Z); UpdatePosition(character.Tile, char_go); /* Debug.DrawLine(char_go.transform.position, Utils.TwoDToIso(character.Tile.Vector3), Color.red, 1); * Debug.DrawLine(Utils.TwoDToIso(character.Tile.X-0.5f, character.Tile.Y- 0.5f, character.Tile.Z), Utils.TwoDToIso(character.Tile.X + 0.5f, character.Tile.Y + 0.5f, character.Tile.Z), Color.blue, 1); * Debug.DrawLine(Utils.TwoDToIso(character.Tile.X - 0.5f, character.Tile.Y + 0.5f, character.Tile.Z), Utils.TwoDToIso(character.Tile.X + 0.5f, character.Tile.Y - 0.5f, character.Tile.Z), Color.blue, 1);*/ GameObject tile_go = WorldController.Instance.TileSpriteController.GetGOForTile(character.Tile); tile_go.GetComponent <SpriteRenderer>().color = new Color(0.5f, 1f, 0.5f, 0.75f); }
void Start() { tileSpriteController = new TileSpriteController(world); tileSpriteController.Render(); characterSpriteController = new CharacterSpriteController(world); furnitureSpriteController = new FurnitureSpriteController(world); jobSpriteController = new JobSpriteController(world, furnitureSpriteController); inventorySpriteController = new InventorySpriteController(world, inventoryUI); buildModeController = new BuildModeController(); if (Settings.getSettingAsBool("DevTools_enabled", false)) { spawnInventoryController = new SpawnInventoryController(); } mouseController = new MouseController(buildModeController, furnitureSpriteController, circleCursorPrefab); //Initialising controllers GameObject Controllers = GameObject.Find("Controllers"); Instantiate(Resources.Load("UIController"), Controllers.transform); }
public void Start() { // Create GameObject so we can have access to a transform which has a position of "Vector3.zero". new GameObject("VisualPath", typeof(VisualPath)); GameObject go; tileSpriteController = new TileSpriteController(World); characterSpriteController = new CharacterSpriteController(World); furnitureSpriteController = new FurnitureSpriteController(World); utilitySpriteController = new UtilitySpriteController(World); jobSpriteController = new JobSpriteController(World, furnitureSpriteController, utilitySpriteController); inventorySpriteController = new InventorySpriteController(World, inventoryUI); shipSpriteController = new ShipSpriteController(World); buildModeController = new BuildModeController(); spawnInventoryController = new SpawnInventoryController(); mouseController = new MouseController(buildModeController, furnitureSpriteController, utilitySpriteController, circleCursorPrefab); questController = new QuestController(); cameraController = new CameraController(); TradeController = new TradeController(); autosaveManager = new AutosaveManager(); dialogBoxManager = GameObject.Find("Dialog Boxes").GetComponent <DialogBoxManager>(); // Register inputs actions KeyboardManager.Instance.RegisterInputAction("DevMode", KeyboardMappedInputType.KeyDown, ChangeDevMode); // Hiding Dev Mode spawn inventory controller if devmode is off. spawnInventoryController.SetUIVisibility(Settings.GetSetting("DialogBoxSettings_developerModeToggle", false)); cameraController.Initialize(); cameraController.Moved += this.World.OnCameraMoved; // Initialising controllers. GameObject canvas = GameObject.Find("Canvas"); go = Instantiate(Resources.Load("UI/ContextMenu"), canvas.transform.position, canvas.transform.rotation, canvas.transform) as GameObject; go.name = "ContextMenu"; GameController.Instance.IsModal = false; }
// Use this for initialization void Start() { Instance = this; // Instantiate our dictionary that tracks which GameObject is rendering which Tile data. inventoryGameObjectMap = new Dictionary <Inventory, GameObject>(); // Register our callback so that our GameObject gets updated whenever // the tile's type changes. world.inventoryManager.RegisterInventoryCreated(OnInventoryCreated); //world.inventoryManager.RegisterInventoryRemoved(OnInventoryRemoved); // Check for pre-existing inventory, which won't do the callback. foreach (string objectType in world.inventoryManager.inventories.Keys) { foreach (Inventory inv in world.inventoryManager.inventories[objectType]) { OnInventoryCreated(inv); } } //c.SetDestination( world.GetTileAt( world.Width/2 + 5, world.Height/2 ) ); }
public void Start() { // Create GameObject so we can have access to a transform which has a position of "Vector3.zero". new GameObject("VisualPath", typeof(VisualPath)); GameObject go; tileSpriteController = new TileSpriteController(World); characterSpriteController = new CharacterSpriteController(World); furnitureSpriteController = new FurnitureSpriteController(World); jobSpriteController = new JobSpriteController(World, furnitureSpriteController); inventorySpriteController = new InventorySpriteController(World, inventoryUI); buildModeController = new BuildModeController(); spawnInventoryController = new SpawnInventoryController(); mouseController = new MouseController(buildModeController, furnitureSpriteController, circleCursorPrefab); keyboardManager = KeyboardManager.Instance; questController = new QuestController(); cameraController = new CameraController(); TradeController = new TradeController(); timeManager = new TimeManager(); autosaveManager = new AutosaveManager(); keyboardManager.RegisterInputAction("Pause", KeyboardMappedInputType.KeyUp, () => { IsPaused = !IsPaused; }); // Hiding Dev Mode spawn inventory controller if devmode is off. spawnInventoryController.SetUIVisibility(Settings.GetSetting("DialogBoxSettings_developerModeToggle", false)); // Initialising controllers. GameObject controllers = GameObject.Find("Controllers"); Instantiate(Resources.Load("UIController"), controllers.transform); GameObject canvas = GameObject.Find("Canvas"); go = Instantiate(Resources.Load("UI/ContextMenu"), canvas.transform.position, canvas.transform.rotation, canvas.transform) as GameObject; go.name = "ContextMenu"; }
public void Start() { // Create GameObject so we can have access to a transform which has a position of "Vector3.zero". new GameObject("VisualPath", typeof(VisualPath)); GameObject go; tileSpriteController = new TileSpriteController(World); characterSpriteController = new CharacterSpriteController(World); furnitureSpriteController = new FurnitureSpriteController(World); utilitySpriteController = new UtilitySpriteController(World); jobSpriteController = new JobSpriteController(World, furnitureSpriteController, utilitySpriteController); inventorySpriteController = new InventorySpriteController(World, inventoryUI); shipSpriteController = new ShipSpriteController(World); buildModeController = new BuildModeController(); spawnInventoryController = new SpawnInventoryController(); mouseController = new MouseController(buildModeController, furnitureSpriteController, utilitySpriteController, circleCursorPrefab); questController = new QuestController(); cameraController = new CameraController(); TradeController = new TradeController(); autosaveManager = new AutosaveManager(); // Register inputs actions KeyboardManager.Instance.RegisterInputAction("DevMode", KeyboardMappedInputType.KeyDown, ChangeDevMode); // Hiding Dev Mode spawn inventory controller if devmode is off. spawnInventoryController.SetUIVisibility(Settings.GetSetting("DialogBoxSettingsDevConsole_developerModeToggle", false)); cameraController.Initialize(); cameraController.Moved += this.World.OnCameraMoved; // Initialising controllers. GameObject canvas = GameObject.Find("Canvas"); go = Instantiate(Resources.Load("UI/ContextMenu"), canvas.transform.position, canvas.transform.rotation, canvas.transform) as GameObject; go.name = "ContextMenu"; GameController.Instance.IsModal = false; // Settings UI is a 'dialog box' (kinda), so it comes here. // Where as DevConsole is a constant menu item (it can appear 'anywhere' so it appears after) GameObject settingsMenu = (GameObject)Instantiate(Resources.Load("UI/SettingsMenu/SettingsMenu")); if (settingsMenu != null) { settingsMenu.name = "Settings Menu"; settingsMenu.transform.SetParent(canvas.transform, false); settingsMenu.SetActive(true); } // This will place it after context menu (and the inventory menu) and settings menu dialogBoxManager = GameObject.Find("Dialog Boxes").GetComponent <DialogBoxManager>(); dialogBoxManager.transform.SetAsLastSibling(); GameObject devConsole = (GameObject)Instantiate(Resources.Load("UI/Console/DevConsole")); if (devConsole != null) { devConsole.name = "DevConsole-Spawned"; devConsole.transform.SetParent(canvas.transform, false); devConsole.transform.SetAsLastSibling(); devConsole.SetActive(true); DeveloperConsole.DevConsole.Close(); } }
public void Start() { // Create GameObject so we can have access to a transform which has a position of "Vector3.zero". GameObject go; TileSpriteController = new TileSpriteController(World); CharacterSpriteController = new CharacterSpriteController(World); FurnitureSpriteController = new FurnitureSpriteController(World); UtilitySpriteController = new UtilitySpriteController(World); JobSpriteController = new JobSpriteController(World, FurnitureSpriteController, UtilitySpriteController); InventorySpriteController = new InventorySpriteController(World, inventoryUI); ShipSpriteController = new ShipSpriteController(World); BuildModeController = new BuildModeController(); SpawnInventoryController = new SpawnInventoryController(); MouseController = new MouseController(); QuestController = new QuestController(); CameraController = new CameraController(); TradeController = new TradeController(); AutosaveManager = new AutosaveManager(); MouseController.RegisterModeHandler(MouseMode.BUILD, BuildModeController); MouseController.RegisterModeHandler(MouseMode.INVENTORY, SpawnInventoryController); // Register inputs actions KeyboardManager.Instance.RegisterInputAction("DevMode", KeyboardMappedInputType.KeyDown, ChangeDevMode); // Hiding Dev Mode spawn inventory controller if devmode is off. SpawnInventoryController.SetUIVisibility(SettingsKeyHolder.DeveloperMode); CameraController.Initialize(); // Initialising controllers. GameObject canvas = GameObject.Find("Canvas"); go = Instantiate(Resources.Load("UI/ContextMenu"), canvas.transform.position, canvas.transform.rotation, canvas.transform) as GameObject; go.name = "ContextMenu"; GameObject timeScale = Instantiate(Resources.Load("UI/TimeScale"), GameObject.Find("TopRight").transform, false) as GameObject; timeScale.name = "TimeScale"; GameObject dateTimeDisplay = Instantiate(Resources.Load("UI/DateTimeDisplay"), canvas.transform, false) as GameObject; dateTimeDisplay.name = "DateTimeDisplay"; GameController.Instance.IsModal = false; // Settings UI is a 'dialog box' (kinda), so it comes here. // Where as DevConsole is a constant menu item (it can appear 'anywhere' so it appears after) GameObject settingsMenu = (GameObject)Instantiate(Resources.Load("UI/SettingsMenu/SettingsMenu")); if (settingsMenu != null) { settingsMenu.name = "Settings Menu"; settingsMenu.transform.SetParent(canvas.transform, false); settingsMenu.SetActive(true); } // This will place it after context menu (and the inventory menu) and settings menu DialogBoxManager = GameObject.Find("Dialog Boxes").GetComponent <DialogBoxManager>(); DialogBoxManager.transform.SetAsLastSibling(); GameObject devConsole = (GameObject)Instantiate(Resources.Load("UI/Console/DevConsole")); if (devConsole != null) { devConsole.name = "DevConsole-Spawned"; devConsole.transform.SetParent(canvas.transform, false); devConsole.transform.SetAsLastSibling(); devConsole.SetActive(true); DeveloperConsole.DevConsole.Close(); } }