Exemple #1
0
    void Awake()
    {
        //Check if there is already an instance of BagSystem
        if (instance == null)
        {
            //if not, set it to this.
            instance = this;
        }
        //If instance already exists:
        else if (instance != this)
        {
            //Destroy this, this enforces our singleton pattern so there can only be one instance of BagSystem.
            Destroy(gameObject);
        }

        //Set SoundManager to DontDestroyOnLoad so that it won't be destroyed when reloading our scene.
        DontDestroyOnLoad(gameObject);
    }
Exemple #2
0
 static bool Prefix(BagSystem __instance, int value, ref ObscuredInt ___m_soul_secret)
 {
     if (!Main.enabled)
     {
         return(true);
     }
     //__instance.UpdateSoul(___m_soul + value);
     if (!__instance.photonView.isMine)
     {
         return(false);
     }
     ___m_soul_secret += value;
     if (___m_soul_secret <= 0)
     {
         ___m_soul_secret = 0;
     }
     __instance.photonView.RPC("RpcUpdateSoul", PhotonTargets.All, (object)(int)___m_soul_secret);
     return(false);
 }
        public virtual void RecordComponents()
        {
            Bag = GetComponent <BagSystem>();

            if (!System.Object.ReferenceEquals(null, Bag))
            {
                Bag.Owner = this;
            }

            Shortcut = GetComponent <ShortCutSystem>();
            if (!System.Object.ReferenceEquals(null, Shortcut))
            {
                Shortcut.Owner = this;
            }

            RoleInfo = GetComponent <RoleInfoSystem>();
            if (RoleInfo)
            {
                RoleInfo.Owner = this;
            }
        }
Exemple #4
0
 private void SetBagSys()
 {
     bagSys = m_bagSys;
 }