// Use this for initialization void Start() { img = GetComponent <Image>(); weaponButton = GetComponent <Button>(); weaponButton.onClick.AddListener(TaskOnClick); pi = GameObject.FindGameObjectWithTag("Player").GetComponent <Player_Inventory>(); }
// On trigger switch the alocated item and the one carried by the player void OnTriggerEnter(Collider other) { if (other.gameObject.tag == "Player") { items = other.GetComponent("Player_Inventory") as Player_Inventory; temporal = items.getCurrentObject(); items.setInvetory(availbleItem); availbleItem = temporal; switch (availbleItem) { case Items.NullItem: tile.SetThisTiles(0, (int)Items.NullItem); break; case Items.DoorKey1: tile.SetThisTiles(0, (int)Items.DoorKey1); break; case Items.DoorKey2: tile.SetThisTiles(0, (int)Items.DoorKey2); break; case Items.DoorKey3: tile.SetThisTiles(0, (int)Items.DoorKey3); break; case Items.DoorKey4: tile.SetThisTiles(0, (int)Items.DoorKey4); break; case Items.DoorKey5: tile.SetThisTiles(0, (int)Items.DoorKey5); break; case Items.DoorKey6: tile.SetThisTiles(0, (int)Items.DoorKey6); break; case Items.DoorKey7: tile.SetThisTiles(0, (int)Items.DoorKey7); break; } } }
// Use this for initialization void Start() { //gameObject.GetComponent<Player_HUD>().showFix(); playerInventory = GetComponent <Player_Inventory>(); uiController = GameObject.Find("UI_Controller").GetComponent <UI_Controller>(); fixEngine = uiController.fixEngine; fixLifeSupport = uiController.fixLifeSupport; fixReactor = uiController.fixReactor; fixControls = uiController.fixControls; fixBattery = uiController.fixBattery; reqExt = uiController.reqExt; reqHammer = uiController.reqHammer; reqPipe = uiController.reqPipe; reqSpanner = uiController.reqSpanner; reqSpring = uiController.reqSpring; engineFixed = uiController.engineFixed; lifeSupportFixed = uiController.lifeSupportFixed; reactorFixed = uiController.reactorFixed; controlsFixed = uiController.controlsFixed; batteryFixed = uiController.batteryFixed; }
// Use this for initialization void Start() { playerInventory = GetComponent <Player_Inventory>(); slotAmount = playerInventory.Items().Count; InventoryPanel = GameObject.Find("Inventory Panel"); SlotPanel = InventoryPanel.transform.FindChild("Slot Panel").gameObject; itemsList = playerInventory.Items(); for (int i = 0; i < slotAmount; i++) { InventoryItems.Add(new HP_Item()); InventorySlots.Add(Instantiate(InventorySlot)); InventorySlots[i].transform.SetParent(SlotPanel.transform); } foreach (Item i in itemsList.ToList()) { AddItem(i.ItemID); } InventoryPanel.SetActive(false); //Debug.Log(itemsList.Count); //AddItem(1); //AddItem(2); //AddItem(3); //AddItem(4); //AddItem(5); }
public void savePlayerDataToFile() { //fetching and creating references to players current scripts player_log = gameObject.GetComponent <Player_Log>(); characterStats = gameObject.GetComponent <CharacterStats>(); player_Inventory = gameObject.GetComponent <Player_Inventory>(); skillsManager = gameObject.GetComponent <SkillsManager>(); //creating scriptable instance of the PlayerObjectData that will be saved as JSON Data = (PlayerObjectData)ScriptableObject.CreateInstance("PlayerObjectData"); //adding Data from different classes //adding Data from CharacterStats Data.saveCharacterStatData(characterStats.getStatBaseValue("HP"), characterStats.getCurrentHP(), characterStats.getStatBaseValue("Attack"), characterStats.getStatBaseValue("Defence"), characterStats.getStatBaseValue("Agility"), characterStats.CharacterLevel, characterStats.getExperiencePoints(), characterStats.Level_Experience_Required); //adding Data from inventory Data.saveInventoryItems(player_Inventory.getInventory()); //Adding Data from SkillManager Data.saveSkillManager(skillsManager.getAllPlayerSkills(), skillsManager.getSlot1Skill(), skillsManager.getSlot2Skill()); //Adding Data from Attacklog Data.savePlayerLog(player_log); //Saving instance to new file File.WriteAllText(Application.dataPath + "/Resources/SaveData/FloorTransitionData.txt", JsonUtility.ToJson(Data)); if (!transitionFloorInt.Equals(-1)) { SceneManager.LoadScene(transitionFloorInt, LoadSceneMode.Single); } }
public bool isTeleporting = false; // Currently teleporting (to block movement etc) // Use this for initialization void Start() { if ((movementHandler = GetComponent <Player_Movement>()) == null) { Debug.LogError("You need to add a player movement script to this game object"); } if ((animationHandler = GetComponent <Player_Animation_Controller>()) == null) { Debug.LogError("You need to add a player animation handler script to this game object"); } if ((manager = GameObject.FindGameObjectWithTag("GameManager").GetComponent <Game_Manager>()) == null) { Debug.LogError("You're missing a Game Manager with a game manager script in your scene"); } if ((inventoryHandler = GetComponent <Player_Inventory>()) == null) { Debug.LogError("You need to add a player inventory script to this game object"); } if ((GameObject.FindGameObjectWithTag("Hand") == null)) { Debug.LogError("You need to add a hand tag to a part of the player body (weapon pickup)"); } height = GetComponent <MeshRenderer> ().bounds.size.y; state = PLAYER_STATE.ALIVE; transform.position = determineRespawnPos(spawnPos.position, 15); }
//this method is used to fetch and load data from the JSON text file public void loadPlayerDataFromFile() { if (File.Exists(Application.dataPath + "/Resources/SaveData/FloorTransitionData.txt")) { //fetching and creating references to players current scripts player_log = gameObject.GetComponent <Player_Log>(); characterStats = gameObject.GetComponent <CharacterStats>(); player_Inventory = gameObject.GetComponent <Player_Inventory>(); skillsManager = gameObject.GetComponent <SkillsManager>(); Data = (PlayerObjectData)ScriptableObject.CreateInstance("PlayerObjectData"); TextAsset jsonFile = Resources.Load("SaveData/FloorTransitionData") as TextAsset; JsonUtility.FromJsonOverwrite(jsonFile.text, Data); characterStats.loadData(Data); skillsManager.loadData(Data); player_log.loadData(Data); player_Inventory.loadData(Data); Debug.Log("Data Loaded from previous Floor"); } else { Debug.Log("Transition Save Data not found"); } }
private void Start() { // Reference to the UI_Controller script uiController = GameObject.Find("UI_Controller").GetComponent <UI_Controller>(); playerInventory = GetComponent <Player_Inventory>(); // Setting the pickup item text objects pickupFood = uiController.pickupFood; pickupOxygenTank = uiController.pickupOxygenTank; pickupPowerCell = uiController.pickupPowerCell; pickupFireExt = uiController.pickupFireExt; pickupHammer = uiController.pickupHammer; pickupPipe = uiController.pickupPipe; pickupSpanner = uiController.pickupSpanner; pickupSpring = uiController.pickupSpring; invFoodFull = uiController.invFoodFull; invPowerFull = uiController.invPowerFull; invOxygenFull = uiController.invOxygenFull; invExtFull = uiController.invExtFull; invHammerFull = uiController.invHammerFull; invPipeFull = uiController.invPipeFull; invSpannerFull = uiController.invSpannerFull; invSpringFull = uiController.invSpringFull; }
// If the payer collides with the door void OnTriggerEnter(Collider other) { // if is locked, ask for if the player carries the required item to open the door if (!locked) { if (other.gameObject.tag == "Player") { if (RequiresUseOfItem) { inventory = other.GetComponent("Player_Inventory") as Player_Inventory; if (inventory.getCurrentObject() == RequiredItem) { openprocess = true; RequiresUseOfItem = false; /*if(inventory.getCurrentObject() == Items.DoorKey0) { * this.transform.position = new Vector3(-100,-100,0); * }*/ } } else { openprocess = true; } } } if (other.gameObject.tag == "Enemy") { openprocess = true; } }
// Use this for initialization void Start() { anim = GetComponent <Animator>(); player = GetComponent <Player_Movement>(); playerInventory = GetComponent <Player_Inventory>(); state = animationState.IDLE; }
private void Start() { inventoryScript = GameObject.FindGameObjectWithTag("Player").GetComponent <Player_Inventory>(); gameManagerMaster = GameObject.FindGameObjectWithTag("GameManager").GetComponent <GameManager_Master>(); playerInventory = inventoryScript.inventory; CreateDisplay(); }
void Awake() { pS = GetComponent <Player_Stats>(); pI = GetComponent <Player_Inventory>(); pE = GetComponent <Player_Equipped>(); pM = GetComponent <Player_Movement>(); //movC = GetComponent<Collider2D>(); }
// Use this for initialization void Start() { pInv = GameObject.FindGameObjectWithTag("Player").GetComponent <Player_Inventory>(); img = GetComponent <Image>(); keyButton = GetComponent <Button>(); keyButton.onClick.AddListener(TaskOnClick); numHPs.text = "" + pInv.getNumHealthPacks(); }
private void Start() { _itemsToDetect = new List <GameObject>(); _playerInventory = GetComponent <Player_Inventory>(); _playerActionBar = GetComponent <Player_ActionBar>(); Debug.Assert(_playerActionBar != null); Debug.Assert(_playerInventory != null); }
void UpdateUI() { Player_Inventory pi = GetComponent <Player_Inventory>(); pstats.SetMain(playerName, className, playerLevel.ToString(), pi.playerMoney); pstats.SetVitals(minDamage_P.ToString("0"), maxDamage_P.ToString("0"), armor.ToString("0"), currentShield.ToString("0"), shieldPoints.ToString("0"), currentHP.ToString("0"), healthPoints.ToString("0"), currentSP.ToString("0"), spellPoints.ToString("0"), currentEP.ToString("0"), energyPoints.ToString("0")); pstats.SetPrimaries(mstrength.ToString("0"), mdexterity.ToString("0"), mintellect.ToString("0"), mendurance.ToString("0"), mvitality.ToString("0"), magility.ToString("0"), mluck.ToString("0")); pstats.SetSecondaries(perception.ToString("0"), ferocity.ToString("0"), speed.ToString("0"), evasion.ToString("0"), spirit.ToString("0"), wisdom.ToString("0"), armorPen.ToString("0")); pstats.SetTertiaries(magicFindP.ToString("0"), moneyFindP.ToString("0"), damageP.ToString("0"), healthPointsP.ToString("0"), spellPointsP.ToString("0"), energyPointsP.ToString("0"), lifestealP.ToString("0")); }
void Update() { //in case we like to use it //movement_clickToMove(); if (player_active_bl) { movement_arrowKeys(); } p_inv = GetComponent <Player_Inventory>(); }
private void Start() { itemDetector = GetComponent <Player_DetectItem>(); inventory = GetComponent <Player_Inventory>(); equipment = GetComponent <Player_EquipmentManager>(); gameManagerMaster = GameObject.FindGameObjectWithTag("GameManager").GetComponent <GameManager_Master>(); playerAnimation = GetComponent <Player_Animation>(); isSwinging = false; collider = null; Audio_manager = GameObject.FindWithTag("Audio"); audio_manager = Audio_manager.transform.GetComponent <Audio_manager>(); }
void Start() { _inventory = GetComponent<Player_Inventory>(); Debug.Assert(_inventory != null); _stateChanger = GetComponent<Player_StateChanger>(); Debug.Assert(_stateChanger != null); _hudModel = GetComponent<HUD_Model>(); Debug.Assert(_hudModel != null); }
private void Start() { p_inv = GameObject.FindGameObjectWithTag("Player").GetComponent <Player_Inventory>(); if (tag != "LockUnlockDoor") { Debug.LogError("You need to add a LockUnlockDoor tag to this object"); } if (DoorID == -1) { Debug.LogError("You forgot to assign a door ID to match with a key ID"); } }
//this method is for rendering/filling the inventory grid public void RenderInventoryUIGrid(Player_Inventory playerInventoryScript) { playerInventoryReference = playerInventoryScript; string slotName = ""; for (int i = 0; ((i < playerInventoryReference.getTotalInventoryItemAmount()) && (i < 15)); i++) { slotName = ("Slot" + i.ToString()); inventorySlots.transform.Find(slotName).gameObject.GetComponent <Image>().enabled = true; inventorySlots.transform.Find(slotName).gameObject.GetComponent <Button>().enabled = true; inventorySlots.transform.Find(slotName).Find("Text").gameObject.GetComponent <Text>().enabled = true; inventorySlots.transform.Find(slotName).Find("Text").gameObject.GetComponent <Text>().text = playerInventoryReference.getItemNameFromList(i); } }
void Start() { CreateAchievement("ContentAchievements", "Collect Laser Gun", "Congrats ! You have collected the laser gun", 5, 2); CreateAchievement("ContentAchievements", "Collect Wheels", "Congrats ! You have collected wheels", 5, 2); CreateAchievement("ContentAchievements", "Collect Springs", "Congrats ! You have collected springs", 5, 2); CreateAchievement("ContentAchievements", "Collect All Powerups", "Congrats ! You have collected all the objects ", 5, 1, new string[] { "Collect Laser Gun", "Collect Wheels", "Collect Springs" }); CreateAchievement("ContentAchievements", "Collect Battery", "Congrats ! You have collected battery", 5, 2); CreateAchievement("ContentAchievements", "Collect Fuel", "Congrats ! You have collected fuel", 5, 2); _playerInventory = GameObject.FindObjectOfType <Player_Inventory>(); ///THIS SHOULD BE REMOVED PlayerPrefs.DeleteAll(); }
public bool CanPlayerSurvive() { Player_Inventory inventory = GetComponent <Player_Inventory>(); if (inventory != null) { if (!inventory.HasItemWithTagInInventory(GameManager_References.wheelsTag)) { StartCoroutine(ModifyPower(PowerTypes.POWER_ENERGY, -energyDrainAmount, powerDrainTimer)); return(false); } } return(true); }
// Use this for initialization void Start() { if (GetComponent <Camera_Manager> () != null) { cameraManager = GetComponent <Camera_Manager> (); } else { Debug.LogError("You need to add a camera manager to the game manager"); } pInv = GameObject.FindGameObjectWithTag("Player").GetComponent <Player_Inventory>(); // Change later to main menu instead of loading into game view = ViewState.GAME; }
// Start is called before the first frame update void Start() { p_inv = GetComponent <Player_Inventory>(); /* * Purpose: It's a backup in case we forget to set the tree's health. * Effects: Set's a tree's health to 3 in case we forget. * Input/Output: N/A. * Global Variables Used: Tree_HP. */ if (Tree_HP == 0) { Tree_HP = 5; Debug.Log("You silly goose you, you forgot to set the Tree HP"); } }
void OnTriggerEnter(Collider other) { if (other.gameObject.tag == "Player") { if (RequiresUseOfItem) { inventory = other.GetComponent("Player_Inventory") as Player_Inventory; if (inventory.getCurrentObject() == RequiredItem) { door.unlockdoor(); } } else { door.unlockdoor(); } } }
protected override void SetupComponents() { base.SetupComponents(); m_playerRotator = GetComponent <Player_Rotator>(); Debug.Assert(m_playerRotator != null, "Player Rotator Is Null"); m_playerWeaponHolder = GetComponent <Player_WeaponHolder>(); Debug.Assert(m_playerWeaponHolder != null, "Player Weapon Holder Is Null"); m_playerInventory = GetComponent <Player_Inventory>(); Debug.Assert(m_playerInventory != null, "Player Inventory Is Null"); m_playerAugmentHandler = GetComponent <Player_AugmentHandler>(); Debug.Assert(m_playerAugmentHandler != null, "Player Augment Handler Is Null"); Debug.Assert(m_playerInteractionArea != null, "Player Interaction Area Is Null"); }
public override void OnCollisionEnter(Collision collision) { Player_Inventory playerInventory = new Player_Inventory(); if (collision.gameObject.tag == "Player") { if (this.gameObject.tag == "Banana") { AddItemFromMapToList(1, collision); } else if (this.gameObject.tag == "Apple") { AddItemFromMapToList(5, collision); } else if (this.gameObject.tag == "Cumcumber") { AddItemFromMapToList(3, collision); } } }
void Start() { if (tag != "Item") { Debug.LogError("You need to add the Item tag to this object. You've added a pickup item script"); } if ((item = GetComponent <Item>()) == null) { Debug.Log("You need to add an Item script"); } if ((rangeCheck = GetComponent <Item_Range>()) == null) { Debug.Log("You need to add a Item Range script"); } if (GetComponent <Item_Pickup>() == null) { Debug.LogError("You need to add an item pickup script"); } p_inv = GameObject.FindGameObjectWithTag("Player").GetComponent <Player_Inventory>(); }
public void OnEnable() { _inventory = GetComponent <Player_Inventory>(); Debug.Assert(_inventory != null); }
void Start() { _audioSource = gameObject.GetComponent <AudioSource>(); pickUpText.enabled = false; _pInventory = transform.root.gameObject.GetComponent <Player_Inventory>(); }
// Use this for initialization void Start() { if (!isLocalPlayer) return; inventoryScript = this.GetComponent<Player_Inventory> (); timerScript = this.GetComponent<Player_Timer> (); }
// Use this for initialization void Start() { instance = this; }
// Use this for initialization void Start() { inventoryScript = this.gameObject.GetComponent<Player_Inventory> (); itemsInRange = new LinkedList<GameObject> (); closestItem = null; }