// Use this for initialization
    void Start()
    {
        defaultIngredient = (GameObject)(Resources.Load("Ingredient"));
        defaultPotion     = (GameObject)(Resources.Load("Potion"));

        recipePages     = GameObject.FindGameObjectWithTag("recipePage");
        ingredientPages = GameObject.FindGameObjectWithTag("ingredientPage");

        mixingInventory = GameObject.FindGameObjectsWithTag("mixingInventory");
        playerInventory = GameObject.FindGameObjectsWithTag("playerInventory").OrderBy(go => go.name).ToArray();
        m_slots         = new GameObject[mixingInventory.Length];
        m_ingredients   = new ArrayList();
        p_ingredients   = new ArrayList();

        mixButton = GameObject.Find("mixButton");
        mixArea   = GameObject.Find("mixInventory");

        mixArea.SetActive(false);
        mixButton.SetActive(false);
        mixState = false;

        modal = GameObject.Find("pickUpModal");
        modal.SetActive(false);

        book = GameObject.Find("Book").GetComponent <bookScript>();

        scavenging = GameObject.Find("Scavenger Hunt").GetComponent <scavengeScript>();

        player.toggleItem();

        bubbles = GameObject.Find("cauldronSound").GetComponent <AudioSource>();
        stir    = GameObject.Find("mixAreaSound").GetComponent <AudioSource>();
    }
Example #2
0
    void Update()
    {
        // Check if the player has pressed the fire button and if enough time has elapsed since they last fired

        if (Input.GetButtonDown("Fire1") && Time.time > nextFire)
        {
            // Update the time when our player can fire next
            nextFire = Time.time + fireRate;

            // Start our ShotEffect coroutine to turn our laser line on and off
            StartCoroutine(ShotEffect());

            // Create a vector at the center of our camera's viewport
            Vector3 rayOrigin = fpsCam.ViewportToWorldPoint(new Vector3(0.5f, 0.5f, 0.0f));

            // Declare a raycast hit to store information about what our raycast has hit
            RaycastHit hit;

            // Set the start position for our visual effect for our laser to the position of gunEnd
            laserLine.SetPosition(0, gunEnd.position);

            // Check if our raycast has hit anything
            if (Physics.Raycast(rayOrigin, fpsCam.transform.forward, out hit, weaponRange))
            {
                // Set the end position for our laser line
                laserLine.SetPosition(1, hit.point);

                // Get a reference to a health script attached to the collider we hit
                bookScript health = hit.collider.GetComponent <bookScript>();

                // If there was a health script attached
                if (health != null)
                {
                    // Call the damage function of that script, passing in our gunDamage variable
                    health.Damage(gunDamage);
                    count          = count + 1;
                    countText.text = "Punkty: " + count.ToString();
                }

                // Check if the object we hit has a rigidbody attached
                //if (hit.rigidbody != null)
                // {
                // Add force to the rigidbody we hit, in the direction from which it was hit
                //    hit.rigidbody.AddForce(-hit.normal * hitForce);
                // }
            }
            else
            {
                // If we did not hit anything, set the end of the line to a position directly in front of the camera at the distance of weaponRange
                laserLine.SetPosition(1, rayOrigin + (fpsCam.transform.forward * weaponRange));
            }
        }
    }
Example #3
0
    // Use this for initialization
    void Start()
    {
        actions = 3;
        act     = true;

        actionPoints = GameObject.FindGameObjectsWithTag("action");
        areas        = GameObject.FindGameObjectsWithTag("area").OrderBy(go => go.name).ToArray();

        book = GameObject.Find("Book").GetComponent <bookScript>();

        rustle = GameObject.Find("scavengeSound").GetComponent <AudioSource>();
    }
Example #4
0
    // Use this for initialization
    void Start()
    {
        book = GameObject.Find("Book").GetComponent <bookScript>();

        bubbleLeft  = GameObject.Find("bubbleLeft");
        bubbleRight = GameObject.Find("bubbleRight");

        dialogText  = GameObject.Find("DialogText").GetComponent <Text>();
        charaName   = GameObject.Find("CharaName").GetComponent <Text>();
        requestSlot = GameObject.FindGameObjectWithTag("requestSlot");

        player = GameObject.Find("player sprite").GetComponent <playerScript>();

        list = GameObject.FindGameObjectWithTag("prepArea").GetComponent <ingredientScript>();
        list.setupDictionary();
        request        = list.potions["Potion of Healing"];
        requestAtt     = "Soothing";
        requestSpecial = null;
        charaState     = 1;

        stars = GameObject.FindGameObjectsWithTag("stars").OrderBy(go => go.name).ToArray();
        for (int i = 0; i < stars.Length; i++)
        {
            stars[i].SetActive(false);
        }

        playerInventory = GameObject.FindGameObjectsWithTag("playerInventory");

        back      = GameObject.Find("textBack");
        forward   = GameObject.Find("textForward");
        nextChara = GameObject.Find("nextCustomer");
        endButton = GameObject.Find("endGame");

        nextChara.SetActive(false);
        endButton.SetActive(false);

        dia = new List <string>();
        //list.test();

        charaNum = 0;
        place    = 0;

        enter   = GameObject.Find("enterSound").GetComponent <AudioSource>();
        success = GameObject.Find("successSound").GetComponent <AudioSource>();
    }