public override void ForceEndConversation(UI_PlayerBase activator)
    {
        // end the healing
        bIsResting = false;
        restTarget = null;

        base.ForceEndConversation(activator);
    }
    public override void ForceEndConversation(UI_PlayerBase activator)
    {
        // end the healing
        bIsResting = false;
        restTarget = null;

        base.ForceEndConversation(activator);
    }
 public void RestPlayer(UI_PlayerBase activator)
 {
     Player player = activator.GetOwner();
     if(player != null) {
         bIsResting = true;
         restTarget = player;
     }
 }
Example #4
0
    protected override void  InitializeActor()
    {
        base.InitializeActor();

        bCanPickupItems     = true;
        bItemsCauseEffects  = true;
        bCanModifyVisibilty = true;

        if (cameraPrototype == null)
        {
            Debug.Log("ERROR!       Player actor " + name + " has no camera prototype!");
            return;
        }
        myCamera = (PlayerCamera)GameObject.Instantiate(cameraPrototype, transform.position + new Vector3(0.0f, 0.0f, -10.0f), transform.rotation);
        if (myCamera != null)
        {
            myCamera.InitailizeCamera(this);
        }
        else
        {
            Debug.Log("ERROR!       Player actor " + name + " failed to initialize its camera because it couldn'y instantiate it!");
        }

        ui = GetComponent <UI_PlayerBase>();
        if (ui == null)
        {
            Debug.Log("WARNING!       Player actor " + name + " doesn't have any UI component!");
        }

        // Tries to find a UI menu to use as the players inventory menu
        inventoryMenu = GameObject.FindObjectOfType <UI_InventoryMenu>();
        if (inventoryMenu == null)
        {
            Debug.Log("WARNING!       Player actor " + name + " could not find a UI_InventoryMenu in the scene!");
        }
        else
        {
            inventoryMenu.gameObject.SetActive(false);
        }

        // HACK: temporarily adding some abilities. haven't decided how this will actually work yet
        abilities.Add(new Ability_HunterAttack()); // Main attack ability in first place

        abilities.Add(new Ability_Invisibility());
        abilities.Add(new Ability_PlaceTrap());
        abilities.Add(new Ability_TossBomb());
        abilities.Add(new Ability_Slash());

        // Player always has the cap fire ability
        abilities.Add(new Ability_CreateFirePit());

        //// TEMP: give the player some stuff in their inventory and try equipping the sword
        //inventory.Add(new Sword());
        //inventory.Add(new Bow());
        //EquipWeapon((Weapon)inventory[0]);

        ui.InitializeUI();
    }
Example #5
0
    public virtual void Init(UI_PlayerBase creator, string title, UI_Menu instigator = null)
    {
        options         = new List <MenuButton>();
        UI_base         = creator;
        panelName       = title;
        this.instigator = instigator;

        childClosedHandler = ChildMenuClosed;
    }
    public void RestPlayer(UI_PlayerBase activator)
    {
        Player player = activator.GetOwner();

        if (player != null)
        {
            bIsResting = true;
            restTarget = player;
        }
    }
Example #7
0
    public override void Init(UI_PlayerBase creator, string title, UI_Menu instigator = null)
    {
        base.Init(creator, title, instigator);

        float w = 700.0f;
        float h = 400.0f;

        buttonWidth = 350.0f;

        panel = new Rect(Screen.width / 2.0f - w / 2.0f, Screen.height / 2.0f - h / 2.0f, w, h);
    }
Example #8
0
    public override void Init(UI_PlayerBase creator, string title, UI_Menu instigator = null)
    {
        base.Init(creator, title, instigator);

        float w = 700.0f;
        float h = 400.0f;

        buttonWidth = 150.0f;

        panel = new Rect(Screen.width / 2.0f - w / 2.0f, Screen.height / 2.0f - h / 2.0f, w, h);
    }
Example #9
0
    //[SerializeField]
    //private UI_DietyMenu dietySelectionMenu;

    public virtual void Init(UI_PlayerBase creator)
    {
        base.Init(creator, "Make a Sacrifice:");

        float w = 500.0f;
        float h = 400.0f;

        panel = new Rect(Screen.width / 2.0f - w / 2.0f, Screen.height / 2.0f - h / 2.0f, w, h);

        childMenu = new UI_DietyMenu();
        childMenu.panelBackground = panelBackground;
        childMenu.Init(creator, "Select which Diety to sacrifice to", this);
    }
Example #10
0
    //[SerializeField]
    //private UI_DietyMenu dietySelectionMenu;
    public virtual void Init(UI_PlayerBase creator)
    {
        base.Init(creator, "Make a Sacrifice:");

        float w = 500.0f;
        float h = 400.0f;

        panel = new Rect(Screen.width / 2.0f - w / 2.0f, Screen.height / 2.0f - h / 2.0f, w, h);

        childMenu = new UI_DietyMenu();
        childMenu.panelBackground = panelBackground;
        childMenu.Init(creator, "Select which Diety to sacrifice to", this);
    }
Example #11
0
    // Interaction Handlers -------------------------------

    public virtual void ForceEndConversation(UI_PlayerBase activator)
    {
        playerRef.EndCurrentExchange();
    }
Example #12
0
    public virtual void Init(UI_PlayerBase creator, string title, UI_Menu instigator = null)
    {
        options = new List<MenuButton>();
        UI_base = creator;
        panelName = title;
        this.instigator = instigator;

        childClosedHandler = ChildMenuClosed;
    }
Example #13
0
 // Interaction handlers ------------------------
 public void LearnAboutGods(UI_PlayerBase activator)
 {
     // present the names of the gods
 }
Example #14
0
 // Interaction handlers ------------------------
 public void TradeForMonsterBait(UI_PlayerBase activator)
 {
     activator.OpenTradeMenuFor(this);
 }
Example #15
0
 // Interaction handlers ------------------------
 public void LearnAboutGods(UI_PlayerBase activator)
 {
     // present the names of the gods
 }
Example #16
0
 // Interaction handlers ------------------------
 public void TradeForMonsterBait(UI_PlayerBase activator)
 {
     activator.OpenTradeMenuFor(this);
 }
Example #17
0
    protected override void InitializeActor()
    {
        base.InitializeActor();

        bCanPickupItems = true;
        bItemsCauseEffects = true;
        bCanModifyVisibilty = true;

        if(cameraPrototype == null) {
            Debug.Log("ERROR!       Player actor "+name+" has no camera prototype!");
            return;
        }
        myCamera = (PlayerCamera)GameObject.Instantiate(cameraPrototype, transform.position + new Vector3(0.0f, 0.0f, -10.0f), transform.rotation);
        if(myCamera != null) {
            myCamera.InitailizeCamera(this);
        }
        else {
            Debug.Log("ERROR!       Player actor "+name+" failed to initialize its camera because it couldn'y instantiate it!");
        }

        ui = GetComponent<UI_PlayerBase>();
        if(ui == null) {
            Debug.Log("WARNING!       Player actor " + name + " doesn't have any UI component!");
        }

        // Tries to find a UI menu to use as the players inventory menu
        inventoryMenu = GameObject.FindObjectOfType<UI_InventoryMenu>();
        if(inventoryMenu == null) {
            Debug.Log("WARNING!       Player actor " + name + " could not find a UI_InventoryMenu in the scene!");
        }
        else {
            inventoryMenu.gameObject.SetActive(false);
        }

        // HACK: temporarily adding some abilities. haven't decided how this will actually work yet
        abilities.Add(new Ability_HunterAttack()); // Main attack ability in first place

        abilities.Add(new Ability_Invisibility());
        abilities.Add(new Ability_PlaceTrap());
        abilities.Add(new Ability_TossBomb());
        abilities.Add(new Ability_Slash());

        // Player always has the cap fire ability
        abilities.Add(new Ability_CreateFirePit());

        //// TEMP: give the player some stuff in their inventory and try equipping the sword
        //inventory.Add(new Sword());
        //inventory.Add(new Bow());
        //EquipWeapon((Weapon)inventory[0]);

        ui.InitializeUI();
    }
Example #18
0
 // Start the interaction with the owner
 public void BeginInteraction(UI_PlayerBase activator)
 {
     activator.sacrificeMenu.OpenMenu();
 }
Example #19
0
 // Interaction Handlers -------------------------------
 public virtual void ForceEndConversation(UI_PlayerBase activator)
 {
     playerRef.EndCurrentExchange();
 }
Example #20
0
 // Start the interaction with the owner
 public void BeginInteraction(UI_PlayerBase activator)
 {
     activator.sacrificeMenu.OpenMenu();
 }