// Use this for initialization void Start() { if (soundEffects == null) { soundEffects = GameObject.FindGameObjectWithTag("AudioManager").GetComponent <SoundEffectsManager>(); } #if UNITY_STANDALONE m_InGamePauseCanvas = GameObject.FindGameObjectWithTag(m_canvasTagname); #endif #if UNITY_ANDROID // Since there will only be 1 joystick! thePlayerJoystick = FindObjectOfType <PlayerDrag>(); #endif arrowTransform = GetComponent <RectTransform>(); GameObject[] allTheInGamePauseButtons = GameObject.FindGameObjectsWithTag(m_buttonTags); foreach (GameObject zeGO in allTheInGamePauseButtons) { //Debug.Log("Pause button name: " + zeGO.name); PauseButtonScript zePause = zeGO.GetComponent <PauseButtonScript>(); if (zePause != null) { allThePauseButtons.Add(zePause.m_Number, zePause); } } }
void Update() { #if UNITY_STANDALONE // For keypress so that the select border can go left and right // Will also need to make sure that the slot this select is at is more than 0 if (Input.GetKeyDown(KeyBindScript.leftKey) && m_slotAt > 0) { --m_slotAt; UpdateTheUI(); } else if (Input.GetKeyDown(KeyBindScript.rightKey) && m_slotAt + 1 < toKnowTheSlots.allTheSlots.Count) { ++m_slotAt; UpdateTheUI(); } #else // Based on the android joystick drag, we shall determine where is it moving if (thePlayerDrag == null) { thePlayerDrag = FindObjectOfType <PlayerDrag>(); } if (thePlayerDrag.movingInXDirection == 1) { ++m_slotAt; UpdateTheUI(); } else if (thePlayerDrag.movingInXDirection == -1) { --m_slotAt; UpdateTheUI(); } #endif }
// Use this for initialization void Start() { theHeroMeleeSystem = GetComponent <MeleeScript>(); #if UNITY_STANDALONE theHeroRangeSystem = GetComponent <HeroRangeScript>(); //theAttackButton = GameObject.Find("AttackButton"); //theAttackButton.SetActive(false); //ItemUI = GameObject.Find(m_ItemUI_Name); //Debug.Log("Item Canvas name: " + ItemUI.name); //ItemUI.gameObject.SetActive(false); #else thePlayerJoystick = GameObject.FindObjectOfType <PlayerDrag>(); //theAttackButton = GameObject.Find("AttackButton"); #endif }
//// Use this for initialization //void Start () { //} public void pressedTheButtonScript() { // We shall cheat here becuz aint no time for SP! // So everytime we press a button, see whether Player GameoObject has exists! if (GameObject.FindGameObjectWithTag("Player") == null) { return; } if (thePlayerDrag == null) { thePlayerDrag = FindObjectOfType <PlayerDrag>(); } switch (isOpeningInventory) { case true: if (LocalDataSingleton.instance.talking) { LocalDataSingleton.instance.Inventorycanvas.SetActive(!LocalDataSingleton.instance.Inventorycanvas.activeSelf); LocalDataSingleton.instance.talking = LocalDataSingleton.instance.Inventorycanvas.activeSelf; GameObject.FindGameObjectWithTag("Player").GetComponent <HeroesMovement>().stopMovement(); isOpeningInventory = false; thePlayerDrag.playerHasPressedButton(); } break; default: if (!LocalDataSingleton.instance.talking) { LocalDataSingleton.instance.Inventorycanvas.SetActive(!LocalDataSingleton.instance.Inventorycanvas.activeSelf); LocalDataSingleton.instance.talking = LocalDataSingleton.instance.Inventorycanvas.activeSelf; GameObject.FindGameObjectWithTag("Player").GetComponent <HeroesMovement>().stopMovement(); thePlayerDrag.playerHasPressedButton(); isOpeningInventory = true; } break; } //LocalDataSingleton.instance.talking = !LocalDataSingleton.instance.talking; //if (itemUI == null) //{ // itemUI = GameObject.Find(m_inventoryName); //} //itemUI.SetActive(LocalDataSingleton.instance.talking); //thePlayerDrag.playerHasPressedButton(); }
public void pressedShoot() { //Debug.Log("Trying to shoot"); if (!LocalDataSingleton.instance.talking) { if (heroRangeAttack == null) { //Debug.Log("Finding GameObject 1st"); heroRangeAttack = GameObject.FindObjectOfType <HeroRangeScript>(); } if (thePlayerJoystick == null) { thePlayerJoystick = GameObject.FindObjectOfType <PlayerDrag>(); } thePlayerJoystick.playerHasPressedButton(); heroRangeAttack.shootArrow(); } }
public void doAttack() { if (thePlayerJoystick == null) { thePlayerJoystick = GameObject.FindObjectOfType <PlayerDrag>(); } if (!LocalDataSingleton.instance.talking) { //thePlayerJoystick.fingerHasPressedIt = false; thePlayerJoystick.playerHasPressedButton(); theHeroMeleeSystem.meleeAttack(); } //else if (LocalDataSingleton.instance.InGamePauseCanvas.activeSelf) //{ // // If the in game pause is active and player hit the attack button, then use that button! // LocalDataSingleton.instance.InGamePauseCanvas.GetComponentInChildren<InGamePauseScript>().selectedTheButton(); //} GameObject.FindGameObjectWithTag("GameController").GetComponent <PlayerController>().TryInteract(); MessageSystem.instance.triggerEventCall("PressedAndroidMeleeButton"); }
//Show-hide stuff will happen here void Update() { //Lets just store the Node Data variable for the sake of fewer words var data = dialogue.nodeData; //We'll be disabling the entire UI if there aren't any loaded conversations if (!dialogue.isLoaded) { uiContainer.SetActive(false); } else { uiContainer.SetActive(true); //Player-NPC conversation text will be visible depending on whose turn it is playerText.transform.parent.gameObject.SetActive(data.currentIsPlayer); npcText.transform.parent.gameObject.SetActive(!data.currentIsPlayer); //Color the Player options. Blue for the selected one for (int i = 0; i < currentOptions.Count; i++) { currentOptions[i].color = Color.black; if (i == data.selectedOption) { currentOptions[i].color = Color.white; } } //Scroll through Player dialogue options if (!data.pausedAction) { #if UNITY_STANDALONE if (Input.GetKeyDown(KeyBindScript.downKey)) { if (data.selectedOption < currentOptions.Count - 1) { data.selectedOption++; } } if (Input.GetKeyDown(KeyBindScript.upKey)) { if (data.selectedOption > 0) { data.selectedOption--; } } #else PlayerDrag touch = LocalDataSingleton.instance.GetComponentInChildren <PlayerDrag>(); if (touch.movingInYDirection == -1) { if (data.selectedOption < currentOptions.Count - 1) { data.selectedOption++; } } if (touch.movingInYDirection == 1) { if (data.selectedOption > 0) { data.selectedOption--; } } #endif } } }
void Start() { thePlayerJoystick = GameObject.FindObjectOfType <PlayerDrag>(); }