Exemple #1
0
 private void OnTriggerStay(Collider other)
 {
     if (other.tag == "Player" && Input.GetKeyDown(KeyCode.E))
     {
         player.AddItems(howMuchToAdd, nameOfItem);
         audioManager.Play("FruitPickup");
         if (nameOfItem == "Fruit")
         {
             foods.food.Remove(gameObject);
         }
         Destroy(gameObject);
     }
 }
Exemple #2
0
        protected IEnumerator MakeTradeoverTime()
        {
            Debug.Log("Starting to make trade");
            var loadStart = GUILoading.LoadStart(GUILoading.Mode.SmallInGame);

            while (loadStart.MoveNext())
            {
                yield return(null);
            }
            GUILoading.ActivityInfo = "Making Trade... " + CharacterGoods.Count.ToString() + " character goods going to player";
            //give stuff to player...
            foreach (BarterGoods good in CharacterGoods)
            {
                foreach (KeyValuePair <WIStack, int> goodPair in good)
                {
                    if (goodPair.Key.HasTopItem)
                    {
                        Debug.Log("Adding " + goodPair.Key.TopItem.FileName + " to player inventory...");
                    }
                    var addItem = PlayerInventory.AddItems(goodPair.Key, goodPair.Value);
                    while (addItem.MoveNext())
                    {
                        yield return(null);
                    }
                }
                yield return(null);
            }
            //wait a tick...
            yield return(null);

            //give stuff to character...
            foreach (BarterGoods good in PlayerGoods)
            {
                foreach (KeyValuePair <WIStack, int> goodPair in good)
                {
                    var enumerator = CharacterInventory.AddItems(goodPair.Key, goodPair.Value);
                    while (enumerator.MoveNext())
                    {
                        yield return(null);
                    }
                }
            }
            //TODO determine what counts as a 'successful use'
            BarterManager.Use(true);

            PlayerBank.Absorb(CharacterGoodsBank);
            CharacterBank.Absorb(PlayerGoodsBank);

            ClearGoodsAndCurrency();
            MadeTradeThisSession = true;
            Player.Get.AvatarActions.ReceiveAction(AvatarAction.BarterMakeTrade, WorldClock.AdjustedRealTime);
            var loadFinish = GUILoading.LoadFinish();

            while (loadFinish.MoveNext())
            {
                yield return(null);
            }
            Debug.Log("Finished making trade");
            mMakingTrade = false;
            yield break;
        }