// Use this for initialization void Awake() { interactableItems = GetComponent <InteractableItems> (); roomNavigation = GetComponent <RoomNavigation>(); puzzleManager = GetComponent <PuzzleManager> (); soundEffects = GetComponents <AudioSource>(); }
void Awake() { interactableItems = GetComponent <InteractableItems>(); roomNavigation = GetComponent <RoomNavigation>(); _source = GetComponent <AudioSource>(); textTyper = FindObjectOfType <TextTyper>(); }
// Start is called before the first frame update void Awake() { interactableItems = GetComponent <InteractableItems>(); //get the RoomNavigation componenet roomNavigation = GetComponent <RoomNavigation>(); audioSource = GetComponent <AudioSource>(); }
public void AddActionResponsesToUseDictionary() { for (int i = 0; i < nounsInInv.Count; i++) { string noun = nounsInInv[i]; InteractableItems interactableItemsInInv = GetInteractableItemFromUsableList(noun); if (interactableItemsInInv == null) { continue; } for (int j = 0; j < interactableItemsInInv.interactions.Length; j++) { Interaction interaction = interactableItemsInInv.interactions[j]; if (interaction.actionResponse == null) { continue; } if (!useDictionary.ContainsKey(noun)) { useDictionary.Add(noun, interaction.actionResponse); } } } }
public override void RespondToInput(GameController controller, string[] separatedInputWords) { InteractableItems ii = controller.interactableItems; if (separatedInputWords.Length > 1) { if (separatedInputWords [1] == "room") { controller.DisplayRoomText(); } else { controller.LogStringWithReturn(controller.TestVerbDictionaryWithNoun(ii.examineDictionary, separatedInputWords [0], separatedInputWords [1])); InteractableObject item = ii.GetInteractableObjectFromUsableList(separatedInputWords [1]); if (item != null) { ii.ExecuteActionResponse(ii.GetInteraction(item, "examine"), separatedInputWords); } } } else { controller.LogStringWithReturn("What do you want to examine?"); } }
// Use this for initialization void Awake() { navigation = GetComponent <RoomNavigation> (); interactableItems = GetComponent <InteractableItems> (); map = FindObjectOfType <Map> (); displayText.color = baseColor; }
private void PrepareItemsToTakeOrExamine(RoomSO currentRoom) { for (int i = 0; i < currentRoom.interactableItemsInRoom.Length; i++) { string descriptionNotInInv = useableItems.GetItemNotInInv(currentRoom, i); if (descriptionNotInInv != null) { inRoomInteractions.Add(descriptionNotInInv); } InteractableItems interactableInRoom = currentRoom.interactableItemsInRoom[i]; for (int j = 0; j < interactableInRoom.interactions.Length; j++) { Interaction interaction = interactableInRoom.interactions[j]; if (interaction.inputAction.keyWord == "examine") { useableItems.examineDictionary.Add(interactableInRoom.noun, interaction.textResponse); } if (interaction.inputAction.keyWord == "take") { useableItems.takeDictionary.Add(interactableInRoom.noun, interaction.textResponse); } } } }
void Awake() { //GameObject.DontDestroyOnLoad(gameObject); /*When the game starts it populates the items and rooms*/ interactableItems = GetComponent <InteractableItems>(); roomNavigation = GetComponent <RoomNavigation>(); }
void Awake() { continueButton.enabled = false; displayImage.enabled = false; interactableObjects = GetComponent <InteractableItems>(); placeNavigation = GetComponent <PlaceNavigation> (); }
// Use this for initialization void Awake() { roomNavigation = GetComponent <RoomNavigation>(); interactableItems = GetComponent <InteractableItems>(); saveLoadGame = GetComponent <SaveLoadGame>(); Cursor.lockState = CursorLockMode.Locked; Score = Moves = 0; }
void Awake() { typewriterText = false; interactableItems = GetComponent <InteractableItems>(); roomNavigation = GetComponent <Navigation>(); audioSource = GetComponent <AudioSource>(); actionAudioSource = GetComponentInChildren <AudioSource>(); }
private void OnTriggerExit(Collider collider) { InteractableItems collidedItem = collider.GetComponent <InteractableItems>(); if (collidedItem) { objectsHoveringOver.Remove(collidedItem); } }
//--------------------------------------------- void Awake() { interactableItems = GetComponent <InteractableItems> (); textInput = GetComponent <TextInput>(); actionResponse = GetComponent <ActionResponse>(); roomNavigation = GetComponent <RoomNavigation> (); spriteDisplay = Instantiate(renderer);//, new Vector3(0,0,0),Quaternion.identity); display = spriteDisplay.GetComponent <SpriteRenderer> (); //controlObject = GetInstanceID(); //Debug.Log(controlObject); }
public string GetItemNotInInv(RoomSO currentRoom, int i) { InteractableItems ItemsInRoom = currentRoom.interactableItemsInRoom[i]; if (!nounsInInv.Contains(ItemsInRoom.noun)) { nounsInRoom.Add(ItemsInRoom.noun); return(ItemsInRoom.itemDescription); } return(null); }
void Awake() { //GameObject.DontDestroyOnLoad(gameObject); /*When the game starts it populates the items and rooms*/ // Here we have an opportunity to store and retreive // information into a dataservice. Hence we can possibly // work towards changing the items and the rooms from // that data service. // GameMode.GetGame assigns values to the interactableItems, roomNavigation // that includes a current room. if (!GameModel.GetGame()) { interactableItems = GetComponent <InteractableItems>(); roomNavigation = GetComponent <RoomNavigation>(); } }
// Update is called once per frame void FixedUpdate() { if (controller == null) { //Debug.Log("Controller not initialized"); return; } if (controller.GetPressDown(triggerButton)) { float minDistance = float.MaxValue; float distance; foreach (InteractableItems item in objectsHoveringOver) { distance = (item.transform.position - transform.position).sqrMagnitude; if (distance < minDistance) { minDistance = distance; closestItem = item; } } interactingItem = closestItem; closestItem = null; if (interactingItem) { if (interactingItem.IsInteracting()) { interactingItem.EndInteraction(this); } interactingItem.BeginInteraction(this); } } if (controller.GetPressUp(triggerButton) && interactingItem != null) { interactingItem.EndInteraction(this); } }
void Awake() { if (instance == null) { instance = this; } else { Destroy(gameObject); } interactableItems = GetComponent <InteractableItems> (); roomNavigation = GetComponent <RoomNavigation> (); for (int i = 0; i < resetRemoveItemsAtStartOfGameToBeFalse.Count; i++) { resetRemoveItemsAtStartOfGameToBeFalse[i].removeItem = false; for (int j = 0; j < resetRemoveItemsAtStartOfGameToBeFalse[i].interactions.Length; j++) { resetRemoveItemsAtStartOfGameToBeFalse[i].interactions[j].currentTextResponse = resetRemoveItemsAtStartOfGameToBeFalse[i].interactions[j].originalTextResponse; } } for (int i = 0; i < resetRemoveItemsAtStartOfGameToBeTrue.Count; i++) { resetRemoveItemsAtStartOfGameToBeTrue[i].removeItem = true; for (int j = 0; j < resetRemoveItemsAtStartOfGameToBeTrue[i].interactions.Length; j++) { resetRemoveItemsAtStartOfGameToBeTrue[i].interactions[j].currentTextResponse = resetRemoveItemsAtStartOfGameToBeTrue[i].interactions[j].originalTextResponse; } } for (int i = 0; i < resetDefaultRoomDescriptions.Count; i++) { resetDefaultRoomDescriptions [i].description = resetDefaultRoomDescriptions [i].originalDescription; } }
void Awake() { //Get a bunch of components attached to this game object roomNavigation = GetComponent <RoomNavigation>(); interactableItems = GetComponent <InteractableItems>(); uiFader = GetComponent <UIFader>(); dialogueManager = GetComponent <DialogueManager>(); textAnimator = GetComponent <AnimatedDialogueText>(); canvas = GameObject.Find("Canvas").GetComponent <Canvas>(); canvasRekt = canvas.GetComponent <RectTransform>(); canvasWidth = canvas.GetComponent <RectTransform>().rect.width *canvas.GetComponent <RectTransform>().localScale.x; textInput = GetComponent <TextInput>(); tipBox = GameObject.Find("Tipbox"); tipBoxRectTransform = GameObject.Find("ToolTipText").GetComponent <RectTransform>(); //Set default display to currently being used (as opposed to hacking) currentDisplayText = defaultDisplayText; currentActionLog = textModeActionLog; //Clear the the displays of their default text defaultDisplayText.text = " "; hackingDisplayText.text = " "; }
List <string> actionLog = new List <string>(); // creates action log string void Awake() { interactableItems = GetComponent <InteractableItems>(); roomNavigation = GetComponent <RoomNavigation>(); // gets RoomNavigation script }
private void Awake() { interactableItems = GetComponent <InteractableItems>(); areaNavigation = GetComponent <AreaNavigation>(); }
// Start is called before the first frame update void Awake() { roomNavigation = GetComponent <RoomNavigation>(); textInput = GetComponent <TextInput>(); interactableItems = GetComponent <InteractableItems>(); registerObjects = GetComponent <RegisterObjects>(); registerRooms = GetComponent <RegisterRooms>(); map = GetComponent <MiniMap>(); debugClass = GetComponent <DebugMode>(); additionalNarrations = GetComponent <AdditionalNarrations>(); npcTalk = GetComponent <NPCTalk>(); npcInteraction = GetComponent <NPCInteraction>(); demoScript = GetComponent <DemoScript>(); achievements = GetComponent <Achievements>(); combat = GetComponent <Combat>(); teleType = GetComponent <TeleType>(); introScreen = GetComponent <IntroScreen>(); GameObject.Find("MainScrollRect").GetComponent <ScrollRect>().verticalNormalizedPosition = 0.5f; //enterToContinue = false; //escToContinue = false; //toResumeEscToContinue = false; //exitPopUp = false; debugMode = false; secondQuestActive = false; currentActiveInput = "main"; ego.equippedWeapon = null; ego.equippedArmor = null; ego.equippedShield = null; ego.chosenAction = ""; ego.allStats[0].value = 100; ego.allStats[1].value = 100; ego.allStats[2].value = 100; ego.allStats[3].value = 0; ego.allStats[4].value = 1; ego.allStats[5].value = 0; ego.allStats[6].value = 4; ego.allStats[7].value = 0; ego.allStats[8].value = 1.5f; ego.allStats[9].value = 0; ego.allStats[10].value = 0; for (int i = 0; i < ego.allStats.Length; i++) { ego.allStats[i].effectValue = 0; } ego.activeEffects.Clear(); ego.defeatedBadGuys.Clear(); ego.blueCrystals = 0; ego.bankedCrystals = 0; ego.fightClubRank = 0; ego.fleeLocation = ""; ego.conversation = 0; ego.currentInit = 0; ego.displayAction = ""; ego.chosenAction = ""; ego.chosenItem = null; ego.chosenItem2 = null; ego.chosenTarget = null; ego.potionBelt.Clear(); //enterToContinueDialogue = false; //timeDelay = 1; sentences = new Queue <string>(); pauses = new Queue <int>(); //ego = Instantiate(ego); }
List <string> actionLog = new List <string>(); // creates action log string void Awake() { interactableItems = GetComponent <InteractableItems>(); // fetches InteractableItems script roomNavigation = GetComponent <RoomNavigation>(); // fetches RoomNavigation script }
// Unity functions private void Awake() { // Reference to the room navigation roomNavigation = GetComponent <RoomNavigation>(); interactableItems = GetComponent <InteractableItems>(); }
void Awake() { interactableItems = GetComponent <InteractableItems>(); commandNavigation = GetComponent <commandNavigation>(); }
// Use this for initialization void Awake() { roomNavigation = GetComponent <RoomNavigation> (); interactableItems = GetComponent <InteractableItems> (); }
// Use this for initialization void Awake() { interactableItems = GetComponent <InteractableItems>(); roomNavigation = GetComponent <RoomNavigation>(); player.GetComponent <Player>(); }