void OnEnable() { if (GlobalVariableManager.Instance.EquippedAbilityPins[0] != PIN.NONE) { pinData = PinManager.Instance.GetPin(GlobalVariableManager.Instance.EquippedAbilityPins[0]); equippedAbilityPins[0].SetActive(true); equippedAbilityPins[0].GetComponent <tk2dSprite>().SetSprite(pinData.sprite); } else { equippedAbilityPins[0].SetActive(false); } if (GlobalVariableManager.Instance.EquippedAbilityPins[1] != PIN.NONE) { pinData = PinManager.Instance.GetPin(GlobalVariableManager.Instance.EquippedAbilityPins[1]); equippedAbilityPins[1].SetActive(true); equippedAbilityPins[1].GetComponent <tk2dSprite>().SetSprite(pinData.sprite); } else { equippedAbilityPins[1].SetActive(false); } GameStateManager.Instance.PushState(typeof(MovieState)); }
void SetupPins() { // Set up all the pin pages. var pinsPerPage = PinManager.Instance.PinRow * PinManager.Instance.PinCol; var pinPageCount = PinManager.Instance.pinConfig.pinList.Count / pinsPerPage; pinPageList = new List <GameObject>(); // add a page for any remaining pins. if (PinManager.Instance.pinConfig.pinList.Count % pinsPerPage > 0) { pinPageCount += 1; } for (int i = 0; i < pinPageCount; ++i) { GameObject pinPage = ObjectPool.Instance.GetPooledObject("PinPage"); pinPage.transform.SetParent(PinManager.Instance.PageRoot.transform); pinPage.transform.position = PinManager.Instance.PageRoot.transform.position; pinPage.name = "Pin Page " + i; pinPage.SetActive(true); pinPageList.Add(pinPage); } for (int i = 0; i < PinManager.Instance.pinConfig.pinList.Count; i++) { PinDefinition pinDefinition = PinManager.Instance.pinConfig.pinList[i]; int pageNum = i / pinsPerPage; Vector3 pagePos = pinPageList[pageNum].transform.position; var pin = ObjectPool.Instance.GetPooledObject("Pin").GetComponent <Ev_PinBehavior>(); pin.transform.SetParent(pinPageList[pageNum].transform); // populate the pin data pin.name = pinDefinition.displayName; pin.sprite.SetSprite(pinDefinition.sprite); pin.SetPinData(pinDefinition); pin.gameObject.SetActive(true); var pinSize = pin.sprite.GetComponent <BoxCollider2D>().bounds.size; // x, at the page origin, per column, spaced with an offset // y, at the page origin, per row, per page, projected downward. pin.transform.position = new Vector3(pagePos.x + i % PinManager.Instance.PinCol * (pinSize.x + PinManager.Instance.PinOffsetX), pagePos.y + -i / PinManager.Instance.PinCol % PinManager.Instance.PinRow * (pinSize.y + PinManager.Instance.PinOffsetY), pagePos.z); Debug.Log("Got Here Pin Spawn"); } for (int i = 0; i < pinPageList.Count; ++i) { // deactivate all but the first page. if (i != 0) { pinPageList[i].SetActive(false); } } arrowPos = 0; MoveArrow(); }
public override void OnInspectorGUI() { // Unity inspector is dumb. It doesn't like 64 bit enums. It can't seem to serialize them either. // Well I don't like Unity's face. // This kanoodles it so the inspector properly displays an enum dropdown while serializing a 64 bit number (long). PinDefinition pinDefinition = (PinDefinition)target; pinDefinition.Type = (PIN)EditorGUILayout.EnumPopup(pinDefinition.Type); pinDefinition.pinValue = (long)pinDefinition.Type; base.OnInspectorGUI(); EditorUtility.SetDirty(target); }
public void ShowThings(PinDefinition pindata) { //Debug.Log("Shop is showing things..."); harry.GetComponent <tk2dSpriteAnimator>().Play("talk"); priceDisplayText.text = pindata.price.ToString(); pinDescriptionText.text = pindata.description; pinTitleText.text = pindata.displayName; priceDisplay.SetActive(true); pinInfoDisplay.SetActive(true); for (int i = 0; i < pindata.ppValue; i++) { ppDisplay.transform.GetChild(i).gameObject.SetActive(true); } }
void SpawnPins() { PinDefinition currentPin = null; tk2dSprite pinsSprite; GameObject spawnedPin; Vector2 spawnPos = new Vector2(); for (int i = 0; i < 3; i++) { Debug.Log("**PIN SPAWN** - Got here - Pin Spawn for shop x*x*x*x*x*x*x*x*" + GlobalVariableManager.Instance.shopPins.Count); if (i == 0) { currentPin = upgrade1; spawnPos = pedestalSpawnPoints[0].transform.position; } else if (i == 1) { currentPin = upgrade2; spawnPos = pedestalSpawnPoints[1].transform.position; } else if (i == 2) { currentPin = upgrade3; spawnPos = pedestalSpawnPoints[2].transform.position; } spawnedPin = ObjectPool.Instance.GetPooledObject("ShopPin", spawnPos); // populate the pin data spawnedPin.name = currentPin.displayName; Debug.Log("**PIN SPAWN** - spawned pin with name:" + spawnedPin.name + currentPin.sprite); // var sprite = spawnedPin.GetComponent<tk2dSprite>(); // sprite.SetSprite(currentPin.sprite); var behavior = spawnedPin.GetComponent <Ev_PinBehavior>(); behavior.SetPinData(currentPin); behavior.SetSprite(currentPin.sprite); spawnedPin.SetActive(true); todaysPins.Add(spawnedPin); //spawnedPin.GetComponent<Ev_PinBehavior>().SetPinData(currentUpgradeCheck); //behavior.SetMySpot(i+1); } }
// Update is called once per frame void Update() { if (ControllerManager.Instance.GetKeyDown(INPUTACTION.MOVELEFT) && arrowPos > 0) { arrowPos--; } else if (ControllerManager.Instance.GetKeyDown(INPUTACTION.MOVERIGHT) && arrowPos < 1) { arrowPos++; } else if (ControllerManager.Instance.GetKeyDown(INPUTACTION.INTERACT)) { //TODO: check if slot is filled already /*if(GlobalVariableManager.Instance.EquippedAbilityPins[arrowPos] != null){ * GlobalVariableManager.Instance.PP_STAT -= GlobalVariableManager.Instance.EquippedAbilityPins[arrowPos].GetData().ppValue; //give back pp from previously equipped pin * }*/ pinData = PinManager.Instance.GetPin(selectedPin); StartCoroutine("EquipSequence"); } selectionArrow.transform.position = arrowPositions[arrowPos].transform.position; }
// Use this for initialization void Awake() { for (int i = 0; i < pinConfig.pinList.Count; ++i) { PINLOOKUP[pinConfig.pinList[i].Type] = pinConfig.pinList[i]; } if (GlobalVariableManager.Instance.EquippedAbilityPins[0] != PIN.NONE) { pinData = PINLOOKUP[GlobalVariableManager.Instance.EquippedAbilityPins[0]]; equippedAbilityPins[0].SetActive(true); equippedAbilityPins[0].GetComponent <tk2dSprite>().SetSprite(pinData.sprite); } if (GlobalVariableManager.Instance.EquippedAbilityPins[1] != PIN.NONE) { pinData = PINLOOKUP[GlobalVariableManager.Instance.EquippedAbilityPins[1]]; equippedAbilityPins[1].SetActive(true); equippedAbilityPins[1].GetComponent <tk2dSprite>().SetSprite(pinData.sprite); } }
//bool enteredShop; //just used for shop outside visual changes void Start() { /*if(GlobalVariableManager.Instance.WORLD_SIGNS_READ[0][9] != 'o'){ * if(GlobalVariableManager.Instance.TUT_POPUP_ON){ * Instantiate(tutorialPopup,transform.position,Quaternion.identity); * tutorialPopup.GetComponent<SpriteRenderer>().sprite = tutPopupSprite; * } * GlobalVariableManager.Instance.WORLD_SIGNS_READ[0].Replace(GlobalVariableManager.Instance.WORLD_SIGNS_READ[0][9],'o'); * }*/ manager = GameObject.Find("Manager"); // TODO: Maybe move this to a configuration in the PinManager? //-----------cant spawn any pins that can be found in world ----------------// PIN NOT_FOR_SALE_PINS = PIN.FAITHFULWEAPON | PIN.MYLEGACY | PIN.SHARING | PIN.MOGARBAGEMOPROBLEMS | PIN.HAULINHERO // | PIN.PRETTYLUCKY - pretty lucky = can be bought in shop currently | PIN.POINTYPIN | PIN.LUCKYDAY | PIN.THEPINTHATCANKILLTHEPAST | PIN.WASTEWARRIOR | PIN.STAYBACK | PIN.TALKYTIME | PIN.VITALITYVISION | PIN.CLAWPIN | PIN.WAIFUWANTED | PIN.PIERCINGPIN | PIN.SCRAPPYSHINOBI | PIN.NICEGUY | PIN.HARDLYWORKIN; GlobalVariableManager.Instance.shopPins = new List <PinDefinition> { null, null, null }; //---------------------------------------set pins in today's shop------------------------------------------// //Uses shopPins list to place values for today's pins //Reset when activate "Continue" truck at hub. upgrade1 = null; upgrade2 = null; upgrade3 = null; // TODO: Maybe define this in the PinManager so it can be tweaked? int pinMin = 0; int pinMax = 39; // Get 3 random pins unless there aren't anymore to be found. upgrade1 = PinManager.Instance.GetRandomPin((x) => GlobalVariableManager.Instance.IsPinDiscovered(x.Type) && (NOT_FOR_SALE_PINS & x.Type) != x.Type, pinMin, pinMax); // first upgrade found if (upgrade1 != null) { GlobalVariableManager.Instance.shopPins[0] = upgrade1; upgrade2 = PinManager.Instance.GetRandomPin((x) => GlobalVariableManager.Instance.IsPinDiscovered(x.Type) && (NOT_FOR_SALE_PINS & x.Type) != x.Type && x.Type != upgrade1.Type, pinMin, pinMax); // second upgrade found if (upgrade2 != null) { GlobalVariableManager.Instance.shopPins[1] = upgrade2; upgrade3 = PinManager.Instance.GetRandomPin((x) => GlobalVariableManager.Instance.IsPinDiscovered(x.Type) && (NOT_FOR_SALE_PINS & x.Type) != x.Type && x.Type != upgrade1.Type && x.Type != upgrade2.Type, pinMin, pinMax); if (upgrade3 != null) { GlobalVariableManager.Instance.shopPins[2] = upgrade3; } } } SpawnPins(); // Register Events purchasePopup.RegisterCloseEvent(OnCloseEvent); purchasePopup.RegisterOptionEvent(OnOptionsEvent); }
public void SetPinData(PinDefinition data, GameObject unlockHUD, Sprite pinsprite) { pinData = data; pinUnlockHud = unlockHUD; mySprite = pinsprite; } //end of pin data set
public void SetPinData(PinDefinition data) { pinData = data; } //end of pin data set