private void Start () { if (GameObject.FindWithTag (Tags.persistentEngine) && GameObject.FindWithTag (Tags.persistentEngine).GetComponent <StateHandler>()) { stateHandler = GameObject.FindWithTag (Tags.persistentEngine).GetComponent <StateHandler>(); } if (GameObject.FindWithTag (Tags.persistentEngine) && GameObject.FindWithTag (Tags.persistentEngine).GetComponent <RuntimeInventory>()) { runtimeInventory = GameObject.FindWithTag (Tags.persistentEngine).GetComponent <RuntimeInventory>(); } if (GameObject.FindWithTag (Tags.persistentEngine) && GameObject.FindWithTag (Tags.persistentEngine).GetComponent <PlayerMenus>()) { playerMenus = GameObject.FindWithTag (Tags.persistentEngine).GetComponent <PlayerMenus>(); } }
/** * <summary>Unsets the values of all script variables, so that they can be re-assigned to the correct scene if multiple scenes are open.</summary> */ public void ClearVariables() { playerPrefab = null; mainCameraPrefab = null; persistentEnginePrefab = null; gameEnginePrefab = null; // Managers sceneManagerPrefab = null; settingsManagerPrefab = null; actionsManagerPrefab = null; variablesManagerPrefab = null; inventoryManagerPrefab = null; speechManagerPrefab = null; cursorManagerPrefab = null; menuManagerPrefab = null; // PersistentEngine components optionsComponent = null; runtimeInventoryComponent = null; runtimeVariablesComponent = null; playerMenusComponent = null; stateHandlerComponent = null; sceneChangerComponent = null; saveSystemComponent = null; levelStorageComponent = null; runtimeLanguagesComponent = null; actionListAssetManagerComponent = null; // GameEngine components menuSystemComponent = null; dialogComponent = null; playerInputComponent = null; playerInteractionComponent = null; playerMovementComponent = null; playerCursorComponent = null; playerQTEComponent = null; sceneSettingsComponent = null; navigationManagerComponent = null; actionListManagerComponent = null; localVariablesComponent = null; menuPreviewComponent = null; eventManagerComponent = null; SetGameEngine(); }
private List<InvItem> AssignInventory(RuntimeInventory _runtimeInventory, string inventoryData) { List<InvItem> invItems = new List<InvItem>(); if (inventoryData != null && inventoryData.Length > 0) { string[] countArray = inventoryData.Split ("|"[0]); foreach (string chunk in countArray) { string[] chunkData = chunk.Split (":"[0]); int _id = 0; int.TryParse (chunkData[0], out _id); int _count = 0; int.TryParse (chunkData[1], out _count); invItems = _runtimeInventory.Add (_id, _count, invItems, false); } } return invItems; }
private void OnDestroy () { playerInput = null; stateHandler = null; runtimeInventory = null; }
private void Start () { AssignFPCamera (); playerMenus = GameObject.FindWithTag (Tags.persistentEngine).GetComponent <PlayerMenus>(); runtimeInventory = playerMenus.GetComponent <RuntimeInventory>(); }
/** * <summary>Unsets the values of all script variables, so that they can be re-assigned to the correct scene if multiple scenes are open.</summary> */ public void ClearVariables() { playerPrefab = null; mainCameraPrefab = null; persistentEnginePrefab = null; gameEnginePrefab = null; // Managers sceneManagerPrefab = null; settingsManagerPrefab = null; actionsManagerPrefab = null; variablesManagerPrefab = null; inventoryManagerPrefab = null; speechManagerPrefab = null; cursorManagerPrefab = null; menuManagerPrefab = null; // PersistentEngine components optionsComponent = null; runtimeInventoryComponent = null; runtimeVariablesComponent = null; playerMenusComponent = null; stateHandlerComponent = null; sceneChangerComponent = null; saveSystemComponent = null; levelStorageComponent = null; runtimeLanguagesComponent = null; // GameEngine components menuSystemComponent = null; dialogComponent = null; playerInputComponent = null; playerInteractionComponent = null; playerMovementComponent = null; playerCursorComponent = null; playerQTEComponent = null; sceneSettingsComponent = null; navigationManagerComponent = null; actionListManagerComponent = null; localVariablesComponent = null; menuPreviewComponent = null; SetGameEngine (); }
private void OnDestroy () { actionListManager = null; dialog = null; playerInput = null; playerInteraction = null; menuSystem = null; stateHandler = null; options = null; menus = null; runtimeInventory = null; settingsManager = null; cursorManager = null; speechManager = null; menuManager = null; sceneSettings = null; }
private void GetReferences () { settingsManager = AdvGame.GetReferences ().settingsManager; if (settingsManager.IsInLoadingScene ()) { return; } speechManager = AdvGame.GetReferences ().speechManager; cursorManager = AdvGame.GetReferences ().cursorManager; menuManager = AdvGame.GetReferences ().menuManager; playerCursor = GameObject.FindWithTag (Tags.gameEngine).GetComponent <PlayerCursor>(); actionListManager = playerCursor.GetComponent <ActionListManager>(); playerInput = playerCursor.GetComponent <PlayerInput>(); playerInteraction = playerCursor.GetComponent <PlayerInteraction>(); menuSystem = playerCursor.GetComponent <MenuSystem>(); dialog = playerCursor.GetComponent <Dialog>(); sceneSettings = playerCursor.GetComponent <SceneSettings>(); stateHandler = this.GetComponent <StateHandler>(); options = this.GetComponent <Options>(); runtimeInventory = this.GetComponent <RuntimeInventory>(); }
private void OnDestroy () { stateHandler = null; runtimeInventory = null; settingsManager = null; actionListManager = null; playerInteraction = null; }
private void Start () { if (GameObject.FindWithTag (Tags.persistentEngine)) { if (GameObject.FindWithTag (Tags.persistentEngine).GetComponent <StateHandler>()) { stateHandler = GameObject.FindWithTag (Tags.persistentEngine).GetComponent <StateHandler>(); } if (GameObject.FindWithTag (Tags.persistentEngine).GetComponent <RuntimeInventory>()) { runtimeInventory = GameObject.FindWithTag (Tags.persistentEngine).GetComponent <RuntimeInventory>(); } } if (settingsManager.movementMethod == MovementMethod.UltimateFPS) { UltimateFPSIntegration.SetCameraState (cursorIsLocked); } if (settingsManager.offsetTouchCursor) { mousePosition = xboxCursor; } }
public void SetOutput (bool autoCreate, RuntimeInventory runtimeInventory) { items = new List<InvItem>(); activeRecipe = runtimeInventory.CalculateRecipe (autoCreate); if (activeRecipe != null) { foreach (InvItem assetItem in AdvGame.GetReferences ().inventoryManager.items) { if (assetItem.id == activeRecipe.resultID) { InvItem newItem = new InvItem (assetItem); newItem.count = 1; items.Add (newItem); } } } if (!autoCreate) { base.RecalculateSize (); } }
private void OnDestroy () { stateHandler = null; runtimeInventory = null; playerInput = null; playerInteraction = null; playerMenus = null; }