Exemple #1
0
 // Use this for initialization
 private void Start()
 {
     //Setting the reference to our text component
     this.ourText = this.GetComponent <Text>();
     //Setting the reference to the party WASD movement component
     this.partyMovement = PartyGroup.group1.GetComponent <WASDOverworldMovement>();
 }
    // Update is called once per frame
    private void Update()
    {
        //Getting the reference to the current player party
        WASDOverworldMovement partyMover = PartyGroup.globalReference.GetComponent <WASDOverworldMovement>();

        //If the player is in combat or moving, the menu needs to be hidden
        if (!partyMover.IsPartyAtRest())
        {
            //If we made it past the loop, there were no map locations on the current tile, so we disable the goToLocationButton
            this.goToLocationButton.SetActive(false);
            //Setting the playerTileLocation reference to null
            this.playerTileLocation = null;
            return;
        }

        //If the player party tile's decoration object is a map location
        if (partyMover.currentTile.decorationModel != null && partyMover.currentTile.decorationModel.GetComponent <MapLocation>())
        {
            //We enable the goToLocationButton so that the player can travel there
            this.goToLocationButton.SetActive(true);
            //Setting the playerTileLocation reference
            this.playerTileLocation = partyMover.currentTile.decorationModel.GetComponent <MapLocation>();
            //Displaying the location's name on the button
            this.buttonText.text = this.playerTileLocation.visitMessage + " " + this.playerTileLocation.locationName;
            //We also end this function so we don't keep looping for no reason
            return;
        }

        //If we made it past the loop, there were no map locations on the current tile, so we disable the goToLocationButton
        this.goToLocationButton.SetActive(false);
        //Setting the playerTileLocation reference to null
        this.playerTileLocation = null;
    }
    // Use this for initialization
    private void Start()
    {
        //Getting the reference to our Image component
        this.ourImage = this.GetComponent <Image>();

        //Getting the reference to the player group's WASDOverworldMovement.cs component
        this.partyMove = PartyGroup.group1.GetComponent <WASDOverworldMovement>();

        //Setting our image sprite to the same image as the one the MiniMapUI.cs component created
        this.ourImage.sprite = this.miniMapRef.GetComponent <Image>().sprite;

        //Multiplying our sprite's size to scale it up so it fits the screen better
        this.GetComponent <RectTransform>().sizeDelta = this.GetComponent <RectTransform>().sizeDelta *this.spriteSizeMultiplier;
    }