private void WeaponButtonClicked(WeaponButton button) { if (!playerHasLeftWeapon) { playerHasLeftWeapon = true; button.Disable(false); player.mat1 = button.materialColor; player.col1 = button.enabledColor; player.weapon1 = button.playerWeapon; weaponSliderImage1.color = button.enabledColor; weapon1Slider.maxValue = player.weapon1.maxAmmo; hudWeapon1Icon.sprite = button.icon.sprite; hudWeapon1Icon.color = player.col1; } else if (!playerHasRightWeapon) { playerHasRightWeapon = true; button.Disable(true); player.mat2 = button.materialColor; player.col2 = button.enabledColor; player.weapon2 = button.playerWeapon; weaponSliderImage2.color = button.enabledColor; weapon2Slider.maxValue = player.weapon2.maxAmmo; hudWeapon2Icon.sprite = button.icon.sprite; hudWeapon2Icon.color = player.col2; } waitPlayerInput = false; selectWeaponMenu.Disable(); }
public WeaponButton spawnWeaponButton(int weaponNumber, string buttonName) { GameObject instance = Instantiate(m_WeaponButtonPrefab, Vector3.zero, Quaternion.identity) as GameObject; instance.transform.SetParent(m_WeaponButtonParent, false); instance.GetComponentInChildren <Text> ().text = buttonName; WeaponButton button = instance.GetComponent <WeaponButton> (); button.init(weaponNumber); return(button); }
public void setPlayerSelectedWeapon(WeaponButton selected) { player.equipWeapon(selected.weapon); WeaponButton[] weaponButtons = guiRunning.gameObject.GetComponentsInChildren <WeaponButton> (); foreach (WeaponButton w in weaponButtons) { w.setEquipped(false); } selected.setEquipped(true); }
void GenerateWeapon(int weaponType) { Weapon newWeapon = (Weapon)Instantiate(GameManager.instance.weaponPrefabs[weaponType]); weapons.Add(newWeapon); newWeapon.transform.SetParent(PlayerController.instance.weaponParent, false); newWeapon.gameObject.SetActive(false); WeaponButton button = (WeaponButton)Instantiate(GameManager.instance.weaponButtonPrefab); button.thisWeapon = newWeapon; button.weaponName.text = newWeapon.weaponName; button.transform.SetParent(weaponPanel, false); button.gameObject.SetActive(true); }
public void CreateWeaponButtons() { if (weaponButtonPrefab == null || weaponPanelContent == null) { return; } for (int i = 0; i < Game.current.InventoryWeapons.Count; i++) { GameObject weaponButtonClone = Instantiate(weaponButtonPrefab) as GameObject; weaponButtonClone.transform.SetParent(weaponPanelContent, false); InventoryWeapon weaponData = Game.current.InventoryWeapons [i]; if (weaponData == null) { return; } Sprite sprite = Resources.Load(weaponIconPath + weaponData.Weapon.Name, typeof(Sprite)) as Sprite; if (sprite != null) { Image image = weaponButtonClone.GetComponent <Image> (); if (image != null) { image.sprite = sprite; } } WeaponButton weaponButton = weaponButtonClone.GetComponent <WeaponButton> (); if (weaponButton != null) { weaponButton.SetWeaponButton(weaponData); WeaponButtons.Add(weaponButton); } } }
public void SetWeaponButton(int slot, WeaponButton button) { WeaponButton prevButton = ActiveButtons[slot]; if (button == null && prevButton != null) { ActiveButtons[slot] = emptyWeapon.GetComponent<WeaponButton>(); } else { ActiveButtons[slot] = button; } if(prevButton == defaultWeapon || prevButton == emptyWeapon) { prevButton.transform.GetComponent<Renderer>().enabled = false; } else if(prevButton != null) { prevButton.Destroy(); } this.isDirty = true; }
private void Awake() { Instance = this; }
private void handleTouch(TouchPhase action, Vector3 position, int fingerId) { object obj = _touchs[fingerId]; string touchArea = ""; if (obj == null) { Ray ray = cameraGUI.ScreenPointToRay(position); RaycastHit hit = new RaycastHit(); if (Physics.Raycast(ray, out hit, 100)) { touchArea = hit.transform.gameObject.name; _touchs[fingerId] = touchArea; } } else { touchArea = obj.ToString(); } //Debug.Log("ta=" + touchArea + " ac=" + action + " pos=" + position + " id=" + fingerId); switch (touchArea) { case "button_shoot": if (action == TouchPhase.Began || action == TouchPhase.Moved || action == TouchPhase.Stationary) { player.shoot(cameraMain.ScreenToWorldPoint(position)); } else if (action == TouchPhase.Ended || action == TouchPhase.Canceled) { player.stopAttack(); } break; case "ta_flare": if (action == TouchPhase.Ended) { player.shootFlare(); } break; case "button_shield": buttonShield.handleTouchEvent(action); if (action == TouchPhase.Began || action == TouchPhase.Moved || action == TouchPhase.Stationary) { player.shield(); } else if (action == TouchPhase.Ended || action == TouchPhase.Canceled) { player.unshield(); } break; case "button_joystick": if (action == TouchPhase.Began || action == TouchPhase.Moved || action == TouchPhase.Stationary) { if (position.x < _joystickScreenPointX) { player.moveLeft(); } else { player.moveRight(); } } else { Debug.Log("move end"); player.stand(); } break; case "button_weapon_1": case "button_weapon_2": case "button_weapon_3": case "button_weapon_4": case "button_weapon_5": if (action == TouchPhase.Began) { WeaponButton wb = GameObject.Find(touchArea).GetComponent <WeaponButton>(); setPlayerSelectedWeapon(wb); } break; case "button_start": if (buttonStart.handleTouchEvent(action)) { setGameState(GameState.RUNNING); } break; case "button_home": if (buttonHome.handleTouchEvent(action)) { setGameState(GameState.HOME); } break; case "ranking": case "button_g+": if (buttonGooglePlus.handleTouchEvent(action)) { //Social.ShowAchievementsUI(); ((PlayGamesPlatform)Social.Active).ShowLeaderboardUI(LEADERBOARD_HIGH_SCORE_ID); } break; case "button_restart": if (buttonRestart.handleTouchEvent(action)) { setGameState(GameState.RUNNING); } break; case "button_resume": if (buttonResume.handleTouchEvent(action)) { setGameState(GameState.RUNNING); } break; case "button_home2": if (buttonHome2.handleTouchEvent(action)) { setGameState(GameState.HOME); } break; case "rank": if (action == TouchPhase.Ended) { Social.ShowAchievementsUI(); } break; } }
public void SetWeapon(WeaponButton weaponReference) { this.weaponReference = weaponReference.weaponReference; this.IsActive = true; }
public void UpdateModulePanel() { // max number 57 int weaponbuttonkeynumber = 49; weaponbuttons.Clear(); foreach (Weapon weapon in ContextManagerGamePro.Instance().playership.ComponentController.ShipWeapons) { if (weapon == null) { continue; } Transform tr = Instantiate(WeaponButtonPrefab).transform; tr.localPosition = SpellPanelWeapon.transform.position; tr.SetParent(SpellPanelWeapon.transform); tr.localScale = new Vector3(1, 1, 1); tr.localRotation = Quaternion.Euler(0, 0, 0); WeaponButton button = tr.gameObject.GetComponent <WeaponButton>(); switch (weaponbuttonkeynumber) { case 49: weaponbuttons.Add(KeyCode.Alpha1, button); break; case 50: weaponbuttons.Add(KeyCode.Alpha2, button); break; case 51: weaponbuttons.Add(KeyCode.Alpha3, button); break; case 52: weaponbuttons.Add(KeyCode.Alpha4, button); break; case 53: weaponbuttons.Add(KeyCode.Alpha5, button); break; case 54: weaponbuttons.Add(KeyCode.Alpha6, button); break; case 55: weaponbuttons.Add(KeyCode.Alpha7, button); break; case 56: weaponbuttons.Add(KeyCode.Alpha8, button); break; case 57: weaponbuttons.Add(KeyCode.Alpha9, button); break; default: break; } button.SetWeaponToButton(weapon); weaponbuttonkeynumber++; } }