Exemple #1
0
 /// <summary>
 /// Goes through all sections and activates the current section.
 /// </summary>
 public void ReactivateTriggers()
 {
     Constants.CHAPTER       chapter    = (Constants.CHAPTER)currentChapter.value;
     Constants.OverworldArea index      = (Constants.OverworldArea)currentScene.value;
     Constants.ROOMNUMBER    roomNumber = (Constants.ROOMNUMBER)currentRoomNumber.value;
     for (int i = 0; i < sectionList.Length; i++)
     {
         sectionList[i].ActivateSection(chapter, index, roomNumber);
     }
 }
 public CameraValues GetValues(Constants.OverworldArea area, Constants.ROOMNUMBER number)
 {
     for (int i = 0; i < values.Length; i++)
     {
         if (values[i].area == area && values[i].roomNumber == number)
         {
             return(values[i]);
         }
     }
     return(null);
 }
Exemple #3
0
 /// <summary>
 /// Initializes all the window specific variables.
 /// </summary>
 void InitializeWindow()
 {
     cheatMenu       = (CheatMenu)ScriptableObject.CreateInstance("CheatMenu");
     dialogueMenu    = (DialogueSceneEditorWindow)ScriptableObject.CreateInstance("DialogueSceneEditorWindow");
     battleMenu      = (BattleSceneEditorWindow)ScriptableObject.CreateInstance("BattleSceneEditorWindow");
     _currentChapter = (Constants.CHAPTER)currentChapter.value;
     _currentArea    = (Constants.SCENE_INDEXES)currentArea.value;
     _playerArea     = (Constants.SCENE_INDEXES)playerArea.value;
     _currentRoom    = (Constants.ROOMNUMBER)currentRoom.value;
     Debug.Log("Init");
 }
Exemple #4
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    void DrawAreaValues()
    {
        GUILayout.Label("Area values", EditorStyles.boldLabel);
        _currentChapter = (Constants.CHAPTER)EditorGUILayout.EnumPopup("Current Chapter", _currentChapter);
        _currentArea    = (Constants.SCENE_INDEXES)EditorGUILayout.EnumPopup("Current Scene Index", _currentArea);
        _playerArea     = (Constants.SCENE_INDEXES)EditorGUILayout.EnumPopup("Current OW Scene Index", _playerArea);
        _currentRoom    = (Constants.ROOMNUMBER)EditorGUILayout.EnumPopup("Current Room", _currentRoom);

        GUILayout.Label("Player values", EditorStyles.boldLabel);
        totalExp.value   = EditorGUILayout.IntField("Total EXP", totalExp.value);
        totalMoney.value = EditorGUILayout.IntField("Total Money", totalMoney.value);

        GUILayout.Label("Player values", EditorStyles.boldLabel);
        EditorGUILayout.LabelField("Max health", playerMaxHealth.value.ToString());
        GUILayout.BeginHorizontal();
        EditorGUILayout.LabelField("Android Attack", playerAttack.value.ToString());
        EditorGUILayout.LabelField("Soldier Attack", playerSAttack.value.ToString());
        GUILayout.EndHorizontal();
        GUILayout.BeginHorizontal();
        EditorGUILayout.LabelField("Android Defense", playerDefense.value.ToString());
        EditorGUILayout.LabelField("Soldier Defense", playerSDefense.value.ToString());
        GUILayout.EndHorizontal();
    }
Exemple #5
0
    public override void OnInspectorGUI()
    {
        TriggerController controller = target as TriggerController;

        DrawDefaultInspector();

        if (GUILayout.Button("Update Triggers"))
        {
            UpdateTriggers(controller);
        }

        GUILayout.Space(20);

        Constants.CHAPTER cChapter = (Constants.CHAPTER)controller.currentChapter.value;
        cChapter = (Constants.CHAPTER)EditorGUILayout.EnumPopup("Current Chapter", (Constants.CHAPTER)cChapter);
        controller.currentChapter.value = (int)cChapter;

        Constants.SCENE_INDEXES cArea = (Constants.SCENE_INDEXES)controller.currentScene.value;
        cArea = (Constants.SCENE_INDEXES)EditorGUILayout.EnumPopup("Current Area", (Constants.SCENE_INDEXES)cArea);
        controller.currentScene.value      = (int)cArea;
        controller.currentPlayerArea.value = controller.currentScene.value;

        Constants.ROOMNUMBER cRoom = (Constants.ROOMNUMBER)controller.currentRoomNumber.value;
        cRoom = (Constants.ROOMNUMBER)EditorGUILayout.EnumPopup("Room Number", (Constants.ROOMNUMBER)cRoom);
        controller.currentRoomNumber.value = (int)cRoom;

        GUILayout.Space(20);

        if (GUILayout.Button("Reactivate", GUILayout.Height(50)))
        {
            ReactivateTriggers(controller);
        }
        if (GUILayout.Button("Verify trigger IDs"))
        {
            VerifyTriggers(controller);
        }
    }
Exemple #6
0
    /// <summary>
    /// Activates the chapter with the given id and deactivates the rest.
    /// </summary>
    /// <param name="chapterID"></param>
    public void ActivateSection(Constants.CHAPTER chapter, Constants.OverworldArea sceneIndex, Constants.ROOMNUMBER number)
    {
        string chapterID = chapter.ToString().ToLower();

        if (containers.Count == 0)
        {
            Debug.LogWarning("Empty area");
            return;
        }
        bool state = (sceneIndex == activeArea && roomNumber == number);

        containers[0].gameObject.SetActive(state);
        for (int i = 1; i < containers.Count; i++)
        {
            // Debug.Log("Checking " + chapterIDs[i] + ", object pos " + i + ", Index: " + activeArea);
            containers[i].gameObject.SetActive(state && chapterID == chapterIDs[i]);
        }
    }