// Use this for initialization public override void Start() { base.Start(); World = PrefabRepository.Instance.World; BlockSelector = PrefabRepository.Instance.BlockSelector; BlockSelector = Instantiate(BlockSelector, new Vector3(0, 0), Quaternion.identity); SelectedItemGameObject = GameObject.Find("SelectedItemGameObject"); Inventory = new Inventory(this); ItemBar = new ItemBar(this); ItemBar loadedItemBar = (ItemBar)ItemBar.Load(); Inventory loadedInventory = (Inventory)Inventory.Load(); if (loadedInventory != null) { Inventory.Slots = loadedInventory.Slots; } if (loadedItemBar != null) { ItemBar.Slots = loadedItemBar.Slots; } Inventory.Show = false; Inventory.DrawUi(); Inventory.ToggleSlots(false); ItemBar.Show = true; ItemBar.DrawUi(); ItemBar.UpdateSelectedItemGameObject(); }
private void OnTriggerEnter(Collider other) { if (other.tag == "Player") { gameObject.GetComponent <SpriteRenderer>().enabled = false; gameObject.GetComponent <Light>().enabled = false; gameObject.GetComponent <BoxCollider>().enabled = false; Effect.EffectNBT enbt = new Effect.EffectNBT { el = effectLevel, et = effectType, color = particleColor, isNull = false }; nbt = new ItemBar.NBT { effectNBT = enbt, canUse = true, nbtt = ItemBar.NBTType.Effect }; ItemBar.AddItem(ItemBar.ReturnCanUsedPosition(), index); ItemBar.nowSelectNbt = nbt; bt.enabled = true; btImage.enabled = true; btText.enabled = true; } }
//We want the selected bar to go to the top //to re-order the selected bar to leftmost content orientation //to collapse all others //to show the content browser and "back" viel over collapsed items //to populate the content browser void thisBar_ContentPressed(ItemBar sender, Uri uri) { if ((sender as ItemBar).barState == Enums.ItemBarState.FULL) { //Move selected to top, set proper layouts List <ItemBar> tmpPost = new List <ItemBar>(); tmpPost.Add(sender); sender.changeToState(Enums.ItemBarState.COLLAPSED_FOCOUSED); foreach (UIElement child in unModeratedStack.Children) { if (!tmpPost.Contains(child as ItemBar)) { tmpPost.Add(child as ItemBar); (child as ItemBar).changeToState(Enums.ItemBarState.COLLAPSED_UNFOCUSED); } } unModeratedStack.Children.Clear(); foreach (ItemBar itemBar in tmpPost) { unModeratedStack.Children.Add(itemBar); } //Do content unmoderatedContentControl.Visibility = System.Windows.Visibility.Visible; unmoderatedContentControl.loadContent(uri); } }
// Use this for initialization void Start() { iBar = GameObject.FindGameObjectWithTag("ItemBarHolder").GetComponent <ItemBar>(); iScreen = GameObject.FindGameObjectWithTag("UI").GetComponent <InventoryScreen>(); swap = false; stage = false; }
private bool CheckForItemBar() { if (mh != null && item_bar == null) { item_bar = mh.hud.ui_instance.GetComponentInChildren <ItemBar>(); } return(item_bar != null); }
void Awake() { if (instance == null) { instance = this; } else if (instance != this) { Destroy(gameObject); } }
// Use this for initialization void Start() { blockResetTimer = 0; canBlock = true; attacking = false; playerStamina = GameObject.FindGameObjectWithTag("Player").GetComponent <PlayerStamina> (); pMana = GameObject.FindGameObjectWithTag("Player").GetComponent <PlayerMana> (); pHealth = GameObject.FindGameObjectWithTag("Player").GetComponent <PlayerHealth> (); adl = gameObject.GetComponent <AttackDamageLibrary> (); itmBar = GameObject.FindGameObjectWithTag("ItemBarHolder").GetComponent <ItemBar>(); pressedR = 0; }
// Use this for initialization void Start() { toggle = true; //this initially hides the inventory screen gameObject.GetComponent <Image>().color = new Color(255, 255, 255, 0); //this makes every single icon clear foreach (GameObject obj in GameObject.FindGameObjectsWithTag("slot")) { obj.GetComponent <Image>().color = new Color(0, 0, 0, 0); } errors = ""; iBar = GameObject.FindGameObjectWithTag("ItemBarHolder").GetComponent <ItemBar>(); }
//CharacterController cont; // Use this for initialization void Start() { playerStamina = GameObject.FindGameObjectWithTag("Player").GetComponent <PlayerStamina> (); rb = gameObject.GetComponent <Rigidbody>(); speed = .2f; jumpTest = false; doCommunicate = false; stunned = false; //cont = gameObject.GetComponent<CharacterController>(); iBar = GameObject.FindGameObjectWithTag("ItemBarHolder").GetComponent <ItemBar>(); iScreen = GameObject.FindGameObjectWithTag("UI").GetComponent <InventoryScreen>(); pog = gameObject.GetComponentInChildren <PlayerOnGround>(); }
void Start() { itemBar = GetComponentInChildren <ItemBar>(); animator = spearAquirePanel.GetComponent <Animator>(); spearAquirePanel.SetActive(false); info = GetComponent <EquippedInfo>(); cam = Camera.main; objectivePointer.SetActive(false); vehiclePointer.SetActive(false); recallPrompt.SetActive(true); lastFrameTime = Time.time; throwingChargePanel.SetActive(false); crosshair.gameObject.SetActive(false); }
private void SetItemBar(IItem itemToShow) { if (itemToShow != null) { ItemBar itemBar = GameUI.Instance.ItemBar; itemBar.ItemName = itemToShow.GetName(); itemBar.ItemHint = itemToShow.GetHint(); itemBar.ItemSprite = itemToShow.GetSprite(); } else { GameUI.Instance.ItemBar.SetDefault(); } GameUI.Instance.RotateUiText(GameUI.TextElements.IB_NAME); }
public void OnButtonClick() { ItemBar.NBT nowNBT = ItemBar.nowSelectNbt; if (nowNBT.nbtt == ItemBar.NBTType.Effect) { Effect.AddEffect(ItemBar.nowSelectNbt.effectNBT.et, ItemBar.nowSelectNbt.effectNBT.el); PlayerParticle.AddEffect(ItemBar.nowSelectNbt.effectNBT.color); ItemBar.nowSelectNbt = new ItemBar.NBT() { canUse = false }; } ItemBar.UseItem(); bt.enabled = false; btImage.enabled = false; btText.enabled = false; }
// Use this for initialization void Awake() { mUiTextElements = GetComponentsInChildren <Text>(); mProgressBars = GetComponentsInChildren <ProgressBar>(); mItemBar = GetComponentInChildren <ItemBar>(); mObjectivesUI = GetComponentInChildren <ObjectivesUI>(); Debug.Assert(mObjectivesUI != null); Debug.Assert(mUiTextElements != null); Debug.Assert(mProgressBars != null); Debug.Assert(mItemBar != null); Debug.Assert(itemBar != null && objectiveBar != null && timeBar != null); mTextRotationCorutines = new IEnumerator[mUiTextElements.Length]; Instance = this; }
private void OnUpdate(object obj) { num.text = DataManager.Instance.itemModel._dataList.Count + "/" + DataManager.Instance.roleVo.maxItemNum; Tools.ClearChildFromParent(scrollRect.content); barList.Clear(); int count = 0; for (int i = 0; i < DataManager.Instance.itemModel._dataList.Count; i++) { if (StaticDataPool.Instance.staticItemPool.GetStaticDataVo(DataManager.Instance.itemModel._dataList[i].id).type == nowTab) { GameObject Obj = Tools.CreateGameObject("UI/ItemPanel/ItemBar", scrollRect.content); ItemBar bar = Obj.GetComponent <ItemBar>(); barList.Add(bar); bar.Create(DataManager.Instance.itemModel._dataList[i], SelectItem); count++; } } scrollRect.content.sizeDelta = new Vector2(scrollRect.content.sizeDelta.x, 150 * count); }
// Use this for initialization void Start() { myHotbar = hotbar.GetComponent <ItemBar>(); myInventory = inventory.GetComponent <InventoryScreen>(); myLoadout = loadoutPrefab.GetComponent <Loadout>(); int i = 0; foreach (GameObject obj in myLoadout.GetHotbar()) { myHotbar.AddItemAtSpot(obj, "h" + i); i++; } i = 0; foreach (GameObject obj in myLoadout.GetInventory()) { myInventory.AddItemAtSpot(obj, "i" + i); i++; } }
void Update() { if (Input.GetButton(actionButton) && !mAcionPending) { if (mHoldingItem) { if (mTimeAccumulator < itemUseTime) { mTimeAccumulator += Time.deltaTime; } else { //item action mTimeAccumulator = 0.0f; StartCoroutine(StartItemAction()); } if (mItemBar != null) { mItemBar.ProgressBarPct = mTimeAccumulator / itemUseTime; } else { mItemBar = GameUI.Instance.ItemBar; } } } else { mTimeAccumulator = 0.0f; if (mItemBar != null) { mItemBar.ProgressBarPct = 0.0f; } } if (Input.GetButtonDown(dropButton) && mHoldingItem) { DropItem(); } }
public void populateUnmoddedBars() { //TODO examine if this is really how I want to do this. //It probably isn't. This method reeks of pretending to be useful in more than one case. foreach (UIElement child in unModeratedStack.Children) { (child as ItemBar).RemovePressed -= thisBar_RemovePressed; (child as ItemBar).ContentPressed -= thisBar_ContentPressed; } unModeratedStack.Children.Clear(); ItemBar thisBar; foreach (Post post in unmoderatedLinks) { thisBar = new ItemBar(); thisBar.populate(post); thisBar.RemovePressed += thisBar_RemovePressed; thisBar.ContentPressed += thisBar_ContentPressed; thisBar.HorizontalAlignment = System.Windows.HorizontalAlignment.Left; unModeratedStack.Children.Add(thisBar); } }
public Inventory(ItemBar bar) { Instance = this; ItemBar = bar; }
void thisBar_RemovePressed(ItemBar sender, string fullName, List <int> infractions) { removePost(fullName, infractions); }
void Init() { gameObject.GetComponent <SpriteRenderer>().sprite = prefabToCopy.GetComponent <attackLibrary>().icon; iBar = GameObject.FindGameObjectWithTag("ItemBarHolder").GetComponent <ItemBar>(); iScreen = GameObject.FindGameObjectWithTag("UI").GetComponent <InventoryScreen>(); }