void Update() { //setze die Position des Colliders zu der des Mauszeigers und aktiviere ihn bei Mausdruck: col.offset = Camera.main.orthographicSize * 2 * new Vector3((Input.mousePosition.x / Screen.width - 0.5f) * Camera.main.aspect, (Input.mousePosition.y / Screen.height - 0.5f)); if (Input.GetKey(KeyCode.F)) { if (charBlock || block) { return; } charBlock = true; hovering = false; dragBlock = false; //öffne das Charaktermenü: Debug.Log("Ändere Char"); GameObject obj = Instantiate(formulaBook); characterMenu = obj.GetComponent <CharacterMenu>(); characterMenu.CreateMenu(); } if (charBlock) { col.enabled = true; } else { col.enabled = Input.GetMouseButton(0); } }
// Update is called once per frame void Update() { if (!state.movementEnabled) { return; } if (Input.GetAxis("Vertical") > movementThreshold) { movement.move(Vector2.up); } if (Input.GetAxis("Vertical") < -movementThreshold) { movement.move(Vector2.down); } if (Input.GetAxis("Horizontal") > movementThreshold) { movement.move(Vector2.right); } if (Input.GetAxis("Horizontal") < -movementThreshold) { movement.move(Vector2.left); } if (Input.GetButtonDown("Submit")) { movement.interact(); } if (Input.GetButtonDown("Cancel")) { PauseMenuManager.pause(); } if (Input.GetButtonDown("RosterOpen")) { CharacterMenu.open(); } }
private void Enter(object sender, KeyEventArgs e) { CharacterMethods.Name = NameCharacter.Text; CharacterMenu characterMenu = new CharacterMenu(CharacterMethods.CreateCharacter()); characterMenu.Show(); Close(); }
private void Okay_Button_Click(object sender, RoutedEventArgs e) { CharacterMethods.Name = NameCharacter.Text; CharacterMenu characterMenu = new CharacterMenu(CharacterMethods.CreateCharacter()); characterMenu.Show(); Close(); }
public void GoToSetup() { MainMenu.SetActive(false); CharacterMenu.SetActive(false); LevelMenu.SetActive(false); SetupMenu.SetActive(true); GetComponent <MenuControllScript>().ChangeMenu(); GetComponent <MenuControllScript>().menuState = MenuState.PlayerConnect; }
public void GetToLevelSelect() { MainMenu.SetActive(false); CharacterMenu.SetActive(false); LevelMenu.SetActive(true); SetupMenu.SetActive(false); GetComponent <MenuControllScript>().ChangeMenu(); GetComponent <MenuControllScript>().menuState = MenuState.LevelSelect; }
public void SetClientNr(int clientNr, Color color, CharacterMenu characterMenu, MenuPlayer playerMenu) { client = clientNr; clr = color; menuCharacter = characterMenu; hasClient = false; menuPlayer = playerMenu; }
private void Awake() { trackerFactory = new DialogueTrackerFactory(); conversationResponseManager = new ConversationResponseDisplayManager(); snippetFactory = new ConversationUiElementFactory(this, conversationResponseManager); characterMenu = GetComponentInChildren <CharacterMenu>(); characterMenu.gameObject.SetActive(false); keyMap = new KeyCodeToResponseMap(KeyCode.A, KeyCode.S, KeyCode.D); }
public override void Init() { //mouse mouseTex = Content.Load <Texture2D>("GUI/mouse_normal"); currentMouseState = Mouse.GetState(); mouseOrig = new Vector2(mouseTex.Width / 2, mouseTex.Height / 2); Mouse.SetPosition(Game1.ScreenWidth / 2, Game1.ScreenHeight / 2); //menu characterMenu = new CharacterMenu(); gui = new GUI(); }
// Start is called before the first frame update void Start() { MainMenu.SetActive(true); CharacterMenu.SetActive(false); LevelMenu.SetActive(false); SetupMenu.SetActive(false); if (ScoreScript.scoreScript == null) { ScoreScript.scoreScript = new ScoreScript(); ScoreScript.scoreScript.StartWorld(); } //Skapar de static script som finns }
public override void _Ready() { root = GetTree().Root; sceneStack = new List <Node>(); _autopilotMenu = GD.Load <PackedScene>("res://scenes/encounter/AutopilotMenu.tscn").Instance() as AutopilotMenu; _characterMenu = GD.Load <PackedScene>("res://scenes/encounter/CharacterMenu.tscn").Instance() as CharacterMenu; _creditsMenu = GD.Load <PackedScene>("res://scenes/CreditsMenu.tscn").Instance() as CreditsMenu; _defeatMenu = GD.Load <PackedScene>("res://scenes/encounter/DefeatMenu.tscn").Instance() as DefeatMenu; _escapeMenu = GD.Load <PackedScene>("res://scenes/encounter/EscapeMenu.tscn").Instance() as EscapeMenu; _helpMenu = GD.Load <PackedScene>("res://scenes/encounter/HelpMenu.tscn").Instance() as HelpMenu; _inventoryMenu = GD.Load <PackedScene>("res://scenes/encounter/InventoryMenu.tscn").Instance() as InventoryMenu; _settingsMenu = GD.Load <PackedScene>("res://scenes/SettingsMenu.tscn").Instance() as SettingsMenu; _victoryMenu = GD.Load <PackedScene>("res://scenes/encounter/VictoryMenu.tscn").Instance() as VictoryMenu; }
private void InputHistory_InputAdded() { HistoricalInput historical = InputHistory.History.Last(); if (historical.ActionSelected == ActionSelected.None && historical.Selected.Count == 1) { Point2D mapLocation = historical.Selected[0].MapLocation; Living creature = WorldUtil.GetCreature(mapLocation, RenderInfo.Dimension); if (creature != null) { CharacterMenu.Initialize(creature); } } }
private void Start() { characterMenu = GetComponent <CharacterMenu>(); character_panel.gameObject.SetActive(false); inventory_panel.gameObject.SetActive(false); }
private void FindButtons() { buttonsPlayerOne = playerOne.FindState(); buttonsPlayerTwo = playerTwo.FindState(); buttonsPlayerThree = playerThree.FindState(); buttonsPlayerFour = playerFour.FindState(); if (buttonsPlayerOne == null) { CharacterMenu menuCharacter = playerOne.FindCharacterMenu(); List <Button> buttons = menuCharacter.FindButtons(); buttonsPlayerOneLeft = new List <Button>(); buttonsPlayerOneRight = new List <Button>(); int nr = 0; foreach (Button btn in buttons) { if (nr == 1) { if (buttons.Count == 3) { buttonsPlayerOneLeft.Add(btn); } else { buttonsPlayerOneRight.Add(btn); } } else if (nr < 1) { buttonsPlayerOneRight.Add(btn); } else { buttonsPlayerOneLeft.Add(btn); } nr++; } } if (buttonsPlayerTwo == null) { CharacterMenu menuCharacter = playerTwo.FindCharacterMenu(); List <Button> buttons = menuCharacter.FindButtons(); buttonsPlayerTwoLeft = new List <Button>(); buttonsPlayerTwoRight = new List <Button>(); int nr = 0; foreach (Button btn in buttons) { if (nr == 1) { if (buttons.Count == 3) { buttonsPlayerTwoLeft.Add(btn); } else { buttonsPlayerTwoRight.Add(btn); } } else if (nr < 1) { buttonsPlayerTwoRight.Add(btn); } else { buttonsPlayerTwoLeft.Add(btn); } nr++; } } if (buttonsPlayerThree == null) { CharacterMenu menuCharacter = playerThree.FindCharacterMenu(); List <Button> buttons = menuCharacter.FindButtons(); buttonsPlayerThreeLeft = new List <Button>(); buttonsPlayerThreeRight = new List <Button>(); int nr = 0; foreach (Button btn in buttons) { if (nr == 1) { if (buttons.Count == 3) { buttonsPlayerThreeLeft.Add(btn); } else { buttonsPlayerThreeRight.Add(btn); } } else if (nr < 1) { buttonsPlayerThreeRight.Add(btn); } else { buttonsPlayerThreeLeft.Add(btn); } nr++; } } if (buttonsPlayerFour == null) { CharacterMenu menuCharacter = playerFour.FindCharacterMenu(); List <Button> buttons = menuCharacter.FindButtons(); buttonsPlayerFourLeft = new List <Button>(); buttonsPlayerFourRight = new List <Button>(); int nr = 0; foreach (Button btn in buttons) { if (nr == 1) { if (buttons.Count == 3) { buttonsPlayerFourLeft.Add(btn); } else { buttonsPlayerFourRight.Add(btn); } } else if (nr < 1) { buttonsPlayerFourRight.Add(btn); } else { buttonsPlayerFourLeft.Add(btn); } nr++; } } }
// Open the menu of the controller public void StartMenu(CharacterMenu charMenu) { menuCharacter = charMenu; menu = true; game = false; }
private void OnGUI() { GUILayout.BeginArea(new Rect(0, 0, Screen.width, Screen.height)); GUILayout.BeginHorizontal(); GUILayout.FlexibleSpace(); GUILayout.BeginVertical(); GUILayout.FlexibleSpace(); if (currentMenu == GameMenu.GameMenu) { GUILayout.Box("Valanthion"); GUILayout.Space(10); if (GUILayout.Button("Continue Game")) { SceneManager.LoadScene(2 + Game.current.latestStage); // 2 because the build index for stages start at 3 } if (GUILayout.Button("Select Stage")) { currentMenu = GameMenu.SelectStage; } if (GUILayout.Button("Character")) { currentMenu = GameMenu.Character; } if (GUILayout.Button("Return to Main Menu")) { SceneManager.LoadScene("MainMenu"); } } else if (currentMenu == GameMenu.SelectStage) { GUILayout.Box("Unlocked Stages"); GUILayout.Space(10); for (int i = 1; i <= Game.current.latestStage; i++) { if (GUILayout.Button("Stage " + i)) { SceneManager.LoadScene(2 + i); } } GUILayout.Space(10); if (GUILayout.Button("Cancel")) { currentMenu = GameMenu.GameMenu; } } else if (currentMenu == GameMenu.Character) { if (currentCharacterMenu == CharacterMenu.Character) { // GUILayout.Label("Experience Points: "); // GUILayout.Box(Game.current.exp.ToString()); GUILayout.Space(10); if (GUILayout.Button("Weapons")) { currentCharacterMenu = CharacterMenu.Weapons; } if (GUILayout.Button("Armor")) { currentCharacterMenu = CharacterMenu.Armor; } if (GUILayout.Button("Skills and Perks")) { currentCharacterMenu = CharacterMenu.SkillsAndPerks; } GUILayout.Space(10); if (GUILayout.Button("Back")) { currentMenu = GameMenu.GameMenu; } } else if (currentCharacterMenu == CharacterMenu.Weapons) { if (GUILayout.Button("Back")) { currentCharacterMenu = CharacterMenu.Character; } } else if (currentCharacterMenu == CharacterMenu.Armor) { if (GUILayout.Button("Back")) { currentCharacterMenu = CharacterMenu.Character; } } else if (currentCharacterMenu == CharacterMenu.SkillsAndPerks) { GUILayout.Label("Skill Points: "); GUILayout.Box(Game.current.skillPoints.ToString()); GUILayout.Label("Skill Points: "); //GUILayout.Box(Game.current.perkPoints.ToString()); GUILayout.Space(10); if (GUILayout.Button("Back")) { currentCharacterMenu = CharacterMenu.Character; } } } GUILayout.FlexibleSpace(); GUILayout.EndVertical(); GUILayout.FlexibleSpace(); GUILayout.EndHorizontal(); GUILayout.EndArea(); }
/// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); // Set mouse visable. this.IsMouseVisible = true; conversationController = new ConversationController(); conversationController.loadFromLibrary(1, Content, spriteBatch); oldKeyboardState = Keyboard.GetState(); oldMouse = Mouse.GetState(); MouseLocation = new Vector2(Mouse.GetState().X, Mouse.GetState().Y); Character DefaultCharacter = new Character(Content, (int)Constants.CharacterType.Basic); Character Steve = new Character(Content, (int)Constants.CharacterType.Flyer); Character Stan = new Character(Content, (int)Constants.CharacterType.Horse); Stan.CharacterController = (int)Constants.CharacterControllerType.Enemy; PlayerCharacters = new List <Character>(); PlayerCharacters.Add(Steve); PlayerCharacters.Add(Stan); characterController = new CharacterController(); characterController.addCharacter(DefaultCharacter); characterController.addCharacter(Steve); characterController.addCharacter(Stan); characterController.moveCharacter(Steve, 2, 2); characterController.moveCharacter(Stan, 1, 1); characterController.moveCharacter(DefaultCharacter, 0, 0); situationController = new SituationController(); //situationController.loadSituation(0, mapController, characterController, conversationController, Content, spriteBatch); List <Texture2D> temp = new List <Texture2D>(); temp.Add(this.Content.Load <Texture2D>("top32")); temp.Add(this.Content.Load <Texture2D>("mid32")); temp.Add(this.Content.Load <Texture2D>("bot32")); CharacterMenu = new CharacterMenu(temp, this.Content.Load <SpriteFont>("segoe")); ////Trader = new Character(Content, (int)Constants.CharacterController.Neutral); //ItemLogic.giveTo(Trader, new Item("Steve Spear", 1, 30, (int)Constants.ItemSlot.Weapon)); //Trader.Items[0].ItemModifier.Mana = 400; //ItemLogic.giveTo(Trader, new Item("Steve Stick", 1, 30, (int)Constants.ItemSlot.Weapon)); //ItemLogic.giveTo(Trader, new Item("Steve Legsicles", 1, 30, (int)Constants.ItemSlot.Legs)); //ItemLogic.giveTo(Trader, new Item("Steve Chesticles", 1, 30, (int)Constants.ItemSlot.Chest)); //ItemLogic.giveTo(Trader, new Item("Health Potion", 30, 30, (int)Constants.ItemSlot.Consumable)); //ItemLogic.giveTo(Trader, new Item("Health Potion", 2, 30, (int)Constants.ItemSlot.Consumable)); //ItemLogic.giveTo(Trader, new Item("Hurt Potion", 100, 30, (int)Constants.ItemSlot.Consumable)); //ItemLogic.giveToFrom(characterController.AllCharacters[0], Trader, Trader.Items[4]); //ItemLogic.giveToFrom(characterController.AllCharacters[0], Trader, Trader.Items[4]); //ItemLogic.giveToFrom(characterController.AllCharacters[0], Trader, Trader.Items[4]); ////ItemLogic.equipItem(characterController.AllCharacters[0], characterController.AllCharacters[0].Items[0]); //Console.WriteLine(Trader.listInventory()); //Console.WriteLine(characterController.AllCharacters[0].listInventory()); //Console.WriteLine(characterController.AllCharacters[0].TotalModifier.Mana); // TODO: use this.Content to load your game content here }