Esempio n. 1
0
 //Przełozenie obiektu
 public void Transfer(ElementEq d, GameObject drop_place)
 {
     item = d;
     TransferGui.SetActive(true);
     slider.maxValue     = d.Count;
     waitForDecision     = true;
     transfer_drop_place = drop_place;
 }
Esempio n. 2
0
    //usunięcie noża
    public void ThrowKnife()
    {
        ElementEq Second_Weapon = Secon_Weapon_Slot.GetComponentInChildren <ElementEq>();

        Second_Weapon.Count -= 1;
        for (int i = 0; i < itd.Secon_WeaponCount.Length; i++)
        {
            if (itd.SecondWeaponSlotItemID == itd.Secon_Weapons[i].GetComponent <ElementEq>().Id)
            {
                itd.Secon_WeaponCount[i] -= 1;
            }
        }
    }
Esempio n. 3
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    void Start()
    {
        trans = GetComponent <Transform>();
        itd   = GameObject.FindGameObjectWithTag("GameMaster").GetComponent <itemDataBase>();
        if (gameObject.name == "Chest") //items data base chest
        {
            itdch = GameObject.FindGameObjectWithTag("GameMaster").GetComponent <itemDataBaseChest>();
        }
        gm = GameObject.FindGameObjectWithTag("GameMaster").GetComponent <Game_Master>();
        eq = GameObject.Find("Equipment").GetComponent <CanvasEkwipunek>();

        child            = gameObject.GetComponentInChildren <ElementEq>();
        audioSource      = gameObject.GetComponent <AudioSource>();
        audioSource.clip = audioClip;
    }
Esempio n. 4
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    //Metoda wykrywająca zdarzenie upuszczenia obiektu.
    public void OnDrop(PointerEventData eventData)
    {
        ElementEq d = eventData.pointerDrag.GetComponent <ElementEq>();

        if (d != null)
        {
            if (d.prevParent != transform)
            {
                if (d.elementTyp == EqElementType.Second_Weapon)
                {
                    if (d.prevParent != Chest_Eq.transform && trans == Chest_Eq.transform)
                    {
                        Debug.Log("Pomiedzy nie skrzynia a skrzynia");
                        eq.Transfer(d, gameObject);
                    }
                    else
                    {
                        if (d.prevParent == Chest_Eq.transform && trans != Chest_Eq.transform)
                        {
                            Debug.Log("Pomiedz skrzynia a nie skrzynia");
                            eq.Transfer(d, gameObject);
                        }
                        else
                        {
                            Debug.Log("Pomiedz plecakiem a slotem");
                            Transfer(d);
                        }
                    }
                }
                else
                {
                    Debug.Log("Albo nie noze, albo tych nozy jest 1 sztuka");
                    Transfer(d);
                }
            }
        }
    }
Esempio n. 5
0
    public void TransferKnives(ElementEq d, int amountToTransfer) //PRzerzucanie noży (obiektów o większej niż 1 liczbie w jednym
    {
        if (d != null)
        {
            Debug.Log("TransferKnives");
            Debug.Log("Amount = " + amountToTransfer);

            if (elementTyp == EqElementType.Second_Weapon)
            {
                Debug.Log(trans.childCount);
                //Sprawdzamy czy slot jest pusty.
                if (trans.childCount < maksElement)
                {
                    Debug.Log("Slot jest wolny, wiec usuwam z przedmiotu przezucanego ilosc, i tworze nowy przedmiot w dsecond wweapon slot.");
                    d.Count -= amountToTransfer;
                    GameObject knives = Instantiate(itd.Secon_Weapons[d.Id], transform) as GameObject;
                    knives.GetComponent <ElementEq>().Count = amountToTransfer;
                }
                else
                {//Slot nie jest pusty i osiągnięto maksymalną ilość elementów.
                    //Pobieram obecny element slotu.
                    Transform elem    = transform.GetChild(0);
                    ElementEq element = gameObject.GetComponentInChildren <ElementEq>();

                    //Obecny element slotu przerzucam do ekwipunku poprzez ustawienie rodzica.
                    if (d.prevParent == Weapon_Eq.transform)
                    {
                        if (element.Id == d.Id && element.elementTyp == EqElementType.Second_Weapon)
                        {
                            if (d.Count - amountToTransfer <= 0)
                            {
                                Destroy(d.gameObject);
                                element.Count += amountToTransfer;
                            }
                            else
                            {
                                d.Count       -= amountToTransfer;
                                element.Count += amountToTransfer;
                            }
                        }
                        else
                        {
                            if (d.Count - amountToTransfer < 0)
                            {
                                if (d.prevParent.GetComponent <DropPlace>().maksElement > d.prevParent.childCount)
                                {
                                    Debug.Log("Jest miejscce na dodatkowy przedmiot ktory wroci");
                                    d.Count -= amountToTransfer;
                                    GameObject knives = Instantiate(itd.Secon_Weapons[d.Id], transform) as GameObject;
                                    knives.GetComponent <ElementEq>().Count = amountToTransfer;
                                    bool sameknife = false;
                                    for (int i = 0; i < d.prevParent.childCount; i++)
                                    {
                                        if (d.prevParent.GetChild(i).GetComponent <ElementEq>().Id == element.Id && d.prevParent.GetChild(i).GetComponent <ElementEq>().elementTyp == EqElementType.Second_Weapon)
                                        {
                                            d.prevParent.GetChild(i).GetComponent <ElementEq>().Count += elem.GetComponent <ElementEq>().Count;
                                            Debug.Log("zgadza sie " + d.prevParent.GetChild(i).name);
                                            Destroy(elem.gameObject);
                                            sameknife = true;
                                        }
                                    }
                                    if (!sameknife)
                                    {
                                        elem.SetParent(d.prevParent.transform);
                                        Debug.Log("Nie sa takie same noze");
                                    }
                                    else
                                    {
                                        Debug.Log("zgadza sie ");
                                    }
                                }
                                else
                                {
                                    Debug.Log("Nie ma miejsca");
                                }
                            }
                            else
                            {
                                elem.SetParent(d.prevParent);
                                d.setRodzic(trans);
                            }
                        }
                    }
                    else //nie jest brany z "reki"
                    {
                        if (element.Id == d.Id && element.elementTyp == EqElementType.Second_Weapon)
                        {
                            if (d.Count - amountToTransfer <= 0)
                            {
                                Destroy(d.gameObject);
                                element.Count += amountToTransfer;
                            }
                            else
                            {
                                d.Count       -= amountToTransfer;
                                element.Count += amountToTransfer;
                            }
                        }
                        else
                        {
                            if (d.Count - amountToTransfer > 0)
                            {
                                Debug.Log("d.prevParent = " + d.prevParent.ToString());
                                if (d.prevParent.GetComponent <DropPlace>().maksElement > d.prevParent.childCount)
                                {
                                    d.Count -= amountToTransfer;
                                    GameObject knives = Instantiate(itd.Secon_Weapons[d.Id], transform) as GameObject;
                                    knives.GetComponent <ElementEq>().Count = amountToTransfer;
                                    bool sameknife = false;
                                    for (int i = 0; i < Chest_Eq.transform.childCount; i++)
                                    {
                                        if (Chest_Eq.transform.GetChild(i).GetComponent <ElementEq>().Id == element.Id && Chest_Eq.transform.GetChild(i).GetComponent <ElementEq>().elementTyp == EqElementType.Second_Weapon)
                                        {
                                            Chest_Eq.transform.GetChild(i).GetComponent <ElementEq>().Count += elem.GetComponent <ElementEq>().Count;
                                            Debug.Log("zgadza sie " + Chest_Eq.transform.GetChild(i).name);
                                            Destroy(elem.gameObject);
                                            sameknife = true;
                                        }
                                    }
                                    if (!sameknife)
                                    {
                                        elem.SetParent(Chest_Eq.transform);
                                    }
                                }
                                else
                                {
                                    Debug.Log("Nie ma miejsca");
                                }
                            }
                            else
                            {
                                Debug.Log("Calosc przezucam, calosc wraca");
                                d.setRodzic(trans);
                                bool sameknife = false;
                                for (int i = 0; i < Chest_Eq.transform.childCount; i++)
                                {
                                    if (Chest_Eq.transform.GetChild(i).GetComponent <ElementEq>().Id == element.Id && Chest_Eq.transform.GetChild(i).GetComponent <ElementEq>().elementTyp == EqElementType.Second_Weapon)
                                    {
                                        Chest_Eq.transform.GetChild(i).GetComponent <ElementEq>().Count += elem.GetComponent <ElementEq>().Count;
                                        Debug.Log("zgadza sie " + Chest_Eq.transform.GetChild(i).name);
                                        Destroy(elem.gameObject);
                                        sameknife = true;
                                    }
                                }
                                if (!sameknife)
                                {
                                    elem.SetParent(Chest_Eq.transform);
                                }
                            }
                        }
                    }
                }
                audioSource.Play(); //zagranie dzwieku
            }
            else
            {
                if (elementTyp == EqElementType.Weapons) //jezeli jest to bron
                {
                    bool sameknife = false;
                    for (int i = 0; i < Weapon_Eq.transform.childCount; i++)
                    {
                        if (Weapon_Eq.transform.GetChild(i).GetComponent <ElementEq>().Id == d.Id && Weapon_Eq.transform.GetChild(i).GetComponent <ElementEq>().elementTyp == EqElementType.Second_Weapon)
                        {
                            sameknife = true;
                            Weapon_Eq.transform.GetChild(i).GetComponent <ElementEq>().Count += d.Count;
                            Debug.Log("zgadza sie " + Weapon_Eq.transform.GetChild(i).name);
                            Destroy(d.gameObject);
                        }
                    }
                    if (!sameknife)
                    {
                        if (d.Count - amountToTransfer <= 0)
                        {
                            d.setRodzic(trans);
                        }
                        else
                        {
                            d.Count -= amountToTransfer;
                            GameObject knives = Instantiate(itd.Secon_Weapons[d.Id], transform) as GameObject;
                            knives.GetComponent <ElementEq>().Count = amountToTransfer;
                        }
                    }
                }

                if (elementTyp == EqElementType.Chest) //jezeli jest to element ze skrzyni
                {
                    bool sameknife = false;
                    for (int i = 0; i < Chest_Eq.transform.childCount; i++)
                    {
                        if (Chest_Eq.transform.GetChild(i).GetComponent <ElementEq>().Id == d.Id && Chest_Eq.transform.GetChild(i).GetComponent <ElementEq>().elementTyp == EqElementType.Second_Weapon)
                        {
                            sameknife = true;
                            Chest_Eq.transform.GetChild(i).GetComponent <ElementEq>().Count += d.Count;
                            Debug.Log("zgadza sie " + Chest_Eq.transform.GetChild(i).name);
                            Destroy(d.gameObject);
                        }
                    }
                    if (!sameknife)
                    {
                        Debug.Log(" ");
                        if (d.Count - amountToTransfer <= 0)
                        {
                            d.setRodzic(trans);
                        }
                        else
                        {
                            d.Count -= amountToTransfer;
                            GameObject knives = Instantiate(itd.Secon_Weapons[d.Id], transform) as GameObject;
                            knives.GetComponent <ElementEq>().Count = amountToTransfer;
                        }
                    }
                }
                eq.PlayBag();
            }
        }

        if (d.Count <= 0)
        {
            Destroy(d.gameObject);
        }
        gm.RefreshEqStats();
        gm.RefreshEqStats();
        itd.checkQuantity();
        itdch.checkQuantity();

        Debug.Log("odswiezam, statystyki broni itd.");
    }
Esempio n. 6
0
    public void Transfer(ElementEq d)
    {
        if (d != null)
        {
            Debug.Log("Transfer");
            if (elementTyp == d.elementTyp)
            {
                Debug.Log(trans.childCount);
                //Sprawdzamy czy slot jest pusty.
                if (trans.childCount < maksElement)
                {
                    d.setRodzic(trans);
                }
                else
                {//Slot nie jest pusty i osiągnięto maksymalną ilość elementów.
                    //Pobieram obecny element slotu.
                    Transform elem    = transform.GetChild(0);
                    ElementEq element = gameObject.GetComponentInChildren <ElementEq>();

                    if (element.elementTyp == EqElementType.Second_Weapon && element.Id == d.Id)
                    {
                        element.Count += d.Count;
                        Destroy(d.gameObject);
                    }
                    else
                    {
                        //Obecny element slotu przerzucam do ekwipunku poprzez ustawienie rodzica.
                        if (d.prevParent == Rest_Eq.transform || d.prevParent == Defend_Eq.transform || d.prevParent == Weapon_Eq.transform)
                        {
                            if (d.elementTyp == EqElementType.Armor || d.elementTyp == EqElementType.Legs || d.elementTyp == EqElementType.Boots)
                            {
                                elem.SetParent(Defend_Eq.transform);
                            }
                            if (d.elementTyp == EqElementType.Second_Weapon)
                            {
                                bool sameknife = false;
                                for (int i = 0; i < d.prevParent.childCount; i++)
                                {
                                    if (d.prevParent.GetChild(i).GetComponent <ElementEq>().Id == element.Id && d.prevParent.GetChild(i).GetComponent <ElementEq>().elementTyp == EqElementType.Second_Weapon)
                                    {
                                        d.prevParent.GetChild(i).GetComponent <ElementEq>().Count += elem.GetComponent <ElementEq>().Count;
                                        Debug.Log("zgadza sie " + d.prevParent.GetChild(i).name);
                                        Destroy(elem.gameObject);
                                        sameknife = true;
                                    }
                                }
                                if (!sameknife)
                                {
                                    elem.SetParent(d.prevParent.transform);
                                    Debug.Log("Nie sa takie same noze");
                                }
                                else
                                {
                                    Debug.Log("zgadza sie ");
                                }
                            }
                            if (d.elementTyp == EqElementType.Main_Weapon)
                            {
                                elem.SetParent(Weapon_Eq.transform);
                            }
                            if (d.elementTyp == EqElementType.Amulet || d.elementTyp == EqElementType.Task_Item)
                            {
                                elem.SetParent(Rest_Eq.transform);
                            }
                        }
                        else
                        {
                            elem.SetParent(Chest_Eq.transform);
                        }
                        element.setPrevParent();
                        //Umieszczam nowy element w slocie poprzez ustawienie rodzica.
                        d.setRodzic(trans);
                    }
                }
                audioSource.Play();
            }
            else
            {
                if (elementTyp == EqElementType.Weapons || elementTyp == EqElementType.Rest || elementTyp == EqElementType.Defend)
                {//Jeżeli typy się nie zgadzają to sprawdź
                 //czy czasem nie ekwipunek, bo tu można dodać wszystko.
                    if (d.elementTyp == EqElementType.Armor || d.elementTyp == EqElementType.Legs || d.elementTyp == EqElementType.Boots)
                    {
                        d.setRodzic(Defend_Eq.transform);
                    }
                    if (d.elementTyp == EqElementType.Main_Weapon)
                    {
                        d.setRodzic(Weapon_Eq.transform);
                    }
                    if (d.elementTyp == EqElementType.Second_Weapon)
                    {
                        bool sameknife = false;
                        for (int i = 0; i < Weapon_Eq.transform.childCount; i++)
                        {
                            if (Weapon_Eq.transform.GetChild(i).GetComponent <ElementEq>().Id == d.Id && Weapon_Eq.transform.GetChild(i).GetComponent <ElementEq>().elementTyp == EqElementType.Second_Weapon)
                            {
                                Weapon_Eq.transform.GetChild(i).GetComponent <ElementEq>().Count += d.GetComponent <ElementEq>().Count;
                                Debug.Log("zgadza sie " + Weapon_Eq.transform.GetChild(i).name);
                                Destroy(d.gameObject);
                                sameknife = true;
                            }
                        }
                        if (!sameknife)
                        {
                            d.setRodzic(Weapon_Eq.transform);
                            Debug.Log("Nie sa takie same noze");
                        }
                        else
                        {
                            Debug.Log("zgadza sie ");
                        }
                    }
                    if (d.elementTyp == EqElementType.Amulet || d.elementTyp == EqElementType.Task_Item)
                    {
                        d.setRodzic(Rest_Eq.transform);
                    }
                }
                if (elementTyp == EqElementType.Chest)
                {
                    if (d.elementTyp == EqElementType.Second_Weapon)
                    {
                        d.setRodzic(gameObject.transform);
                    }
                    else
                    {
                        d.setRodzic(trans);
                    }
                }
                eq.PlayBag();
            }
        }
        gm.RefreshEqStats();
        gm.RefreshEqStats();
        itd.checkQuantity();
        itdch.checkQuantity();
        Debug.Log("odswiezam, statystyki broni itd.");
    }
Esempio n. 7
0
    //dodanie noża
    public void AddKnife(GameObject Knife)
    {
        ElementEq Second_Weapon = Secon_Weapon_Slot.GetComponentInChildren <ElementEq>();
        bool      add           = false;

        if (Secon_Weapon_Slot.transform.childCount != 0)
        {
            if (Second_Weapon.Id == Knife.GetComponent <ElementEq>().Id)
            {
                Secon_Weapon_Slot.transform.GetChild(0).GetComponent <ElementEq>().Count += Knife.GetComponent <ElementEq>().Count;
                add = true;
                Debug.Log("added to pocket when there is some knives in that type");
            }
        }
        if (eq.Weapon_CatUI.transform.childCount > 0 && add == false)
        {
            for (int i = 0; i < eq.Weapon_CatUI.transform.childCount; i++)
            {
                if (eq.Weapon_CatUI.transform.GetChild(i).GetComponent <ElementEq>().Id == Knife.GetComponent <ElementEq>().Id)
                {
                    eq.Weapon_CatUI.transform.GetChild(i).GetComponent <ElementEq>().Count += Knife.GetComponent <ElementEq>().Count;
                    for (int j = 0; j < itd.Secon_WeaponCount.Length; j++)
                    {
                        if (Knife.GetComponent <ElementEq>().Id == itd.Secon_Weapons[j].GetComponent <ElementEq>().Id)
                        {
                            itd.Secon_WeaponCount[j] += Knife.GetComponent <ElementEq>().Count;
                            add = true;
                            Debug.Log("added to backpack when there is some knives");
                        }
                    }
                }
            }
        }

        if (Secon_Weapon_Slot.transform.childCount == 0 && add == false)
        {
            Instantiate(Knife, Secon_Weapon_Slot.transform);
            itd.SecondWeaponSlotItemID = Knife.GetComponent <ElementEq>().Id;

            itd.SecondWeaponSlotItemCount = Knife.GetComponent <ElementEq>().Count;
            add = true;
            Debug.Log("added to pocket");
        }

        if (eq.Weapon_CatUI.transform.childCount == 0 && add == false)
        {
            for (int j = 0; j < itd.Secon_WeaponCount.Length; j++)
            {
                if (Knife.GetComponent <ElementEq>().Id == itd.Secon_Weapons[j].GetComponent <ElementEq>().Id)
                {
                    itd.Secon_WeaponCount[j] += Knife.GetComponent <ElementEq>().Count;
                    add = true;
                    Instantiate(Knife, eq.Weapon_CatUI.transform);
                    Debug.Log("added to backpack");
                }
            }
        }
        if (add == false)
        {
            ShowInfo(3, "there is no space");
        }
        RefreshEqStats();
    }
Esempio n. 8
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    void Update()
    {
        TimePowerChoose = 0.4f + (TimePowerChooseBasic * difficultLevel / 10f);
        if (settings.gameObject.activeSelf)
        {
            difficultLevel = settings.qualityindex;
        }

        //progi punktowe
        if (PlayerLevel == 0)
        {
            nextLevel = 50f;
        }
        if (PlayerLevel == 1)
        {
            nextLevel = 75f;
        }
        if (PlayerLevel > 1) //obliczanie progów punktowych
        {
            nextLevel = PlayerLevel * PlayerLevel * PlayerLevel * 10f - PlayerLevel * PlayerLevel * 20f + 100f;
        }

        //ile pozostało do nastepnego poziomu i jakie punkty należy przyznać graczowi
        if (nextLevel > 0)
        {
            if (nextLevel <= exp)
            {
                exp_Slider.NewLevel();
                PDPoint += 1;
                if (PlayerLevel % 10 == 0)
                {
                    SkillPDPoint += 1;
                }

                if (NewLevelTimer >= 1)
                {
                    NewLevelInstantiate = true;
                }
                PlayerLevel += 1;
            }
        }

        //przyznanie poziomu
        if (NewLevelInstantiate)
        {
            NewLevelTimer = 0;
            GameObject particle = Instantiate(NewLevel, PlayerNewLevelTransform.position, transform.rotation);
            particle.GetComponent <LevelUp>().target = PlayerNewLevelTransform;
            NewLevelInstantiate = false;
        }
        else
        {
            if (NewLevelTimer < 1)
            {
                NewLevelTimer += Time.deltaTime;
            }
            else
            {
                NewLevelTimer = 1f;
            }
        }

        //obliczenie ilości noży w ekwipunktu
        if (Secon_Weapon_Slot.transform.childCount > 0)
        {
            ElementEq Second_Weapon = Secon_Weapon_Slot.GetComponentInChildren <ElementEq>();
            knifeId    = Second_Weapon.Id;
            knifeCount = Second_Weapon.Count;
        }
        else
        {
            knifeCount = 0;
        }


        //wczytywanie i zapisywanie
        if (awake)
        {
            GameStart();
        }
        if (dead)
        {
            GameEnd();
        }
        if (saving)
        {
            if (gameObject.GetComponent <itemDataBaseChest>() != null)
            {
                itemDataBaseChest = gameObject.GetComponent <itemDataBaseChest>();
                save.ChestSave(LevelId);
                Debug.Log("saveing chest");
            }
            save.Save();
        }
        //przeskakiwanie miedzy poziomami
        if (loadScene == true && saving == false)
        {
            player.blockMove = true;
            ScreenImage.SetActive(true);
            ScreenImage.GetComponent <Animator>().SetBool("FadeOut", true);
            fade = true;
        }
        if (fade)
        {
            Cursor.lockState = CursorLockMode.Locked; //Zablokowanie kursora myszy.
            Cursor.visible   = false;                 //Ukrycie kursora.
            TimeToFade      -= Time.deltaTime;
            if (TimeToFade <= 0)
            {                               //50 line
                loadScript.LoadScreenNum(SceneIdToLoad, Application.loadedLevel);
            }
        }

        if (PlayerSpeed == 0) //obliczanie kosztów ruchów
        {
            BackDashCost = BasicBackDashCost;
            JumpDownSpecialAttackCost = BasicJumpDownSpecialAttackCost;
            JumpSpecialAttackCost     = BasicJumpSpecialAttackCost;
            RunSpecialAttackCost      = BasicRunSpecialAttackCost;
            AttackCost    = BasicAttackCost;
            AttackRunCost = BasicAttackRunCost;
            JumpCost      = BasicJumpCost;
        }
        else
        {
            BackDashCost = BasicBackDashCost - (5 * PlayerSpeed);
            JumpDownSpecialAttackCost = BasicJumpDownSpecialAttackCost - (2 * (PlayerSpeed + PlayerSwordStaminaLevel));
            JumpSpecialAttackCost     = BasicJumpSpecialAttackCost - (2 * (PlayerSpeed + PlayerSwordStaminaLevel));
            RunSpecialAttackCost      = BasicRunSpecialAttackCost - (2 * (PlayerSpeed + PlayerSwordStaminaLevel));

            AttackCost    = BasicAttackCost - (1 * PlayerSpeed + PlayerSwordStaminaLevel);
            AttackRunCost = BasicAttackRunCost - (2 * (PlayerSpeed + PlayerSwordStaminaLevel));
            JumpCost      = BasicJumpCost - (5 * PlayerSpeed);
        }

        if (BackDashCost <= 5)
        {
            BackDashCost = 5f;
        }

        if (JumpDownSpecialAttackCost <= 10)
        {
            JumpDownSpecialAttackCost = 10;
        }

        if (JumpSpecialAttackCost <= 15)
        {
            JumpSpecialAttackCost = 15;
        }

        if (RunSpecialAttackCost <= 20)
        {
            RunSpecialAttackCost = 20;
        }

        if (AttackCost <= 1)
        {
            AttackCost = 1;
        }

        if (AttackRunCost <= 5)
        {
            AttackRunCost = 5f;
        }

        if (JumpCost <= 5)
        {
            JumpCost = 5f;
        }

        //zatrzymanie czasu
        if (ChangeToZero)
        {
            active_menu  = 0;
            ChangeToZero = false;
        }

        if (active_menu == 0)
        {
            Time.timeScale   = 1;
            player.blockMove = true;
            Cursor.lockState = CursorLockMode.Locked; //Zablokowanie kursora myszy.
            Cursor.visible   = false;                 //Ukrycie kursora.
            if (StopTimePowerChoose)
            {
                Time.timeScale = TimePowerChoose;
            }
        }
        else
        {
            Time.timeScale = 0;
            //player.CanMove = false;
            Cursor.lockState = CursorLockMode.None; //Odblokowanie kursora myszy.
            Cursor.visible   = true;                //Pokazanie kursora.
        }

        //wyswietlanie podpowiedzi
        if (timeToShow < 1f)
        {
            YouGetBoard.GetComponent <Animator>().SetBool("disappear", true);
        }
        if (timeToShow > 0)
        {
            timeToShow -= Time.deltaTime;
            YouGetBoard.SetActive(true);
        }
        else
        {
            YouGetBoard.SetActive(false);
            YouGet.text = " ";
        }
    }
Esempio n. 9
0
    void Update()
    {
        if (waitForDecision) //Tranferiwanie obiektów
        {
            StayAmount.text     = ((int)slider.maxValue - (int)slider.value).ToString();
            TransferAmount.text = ((int)slider.value).ToString();
            if (accept)
            {
                transfer_drop_place.GetComponent <DropPlace>().TransferKnives(item, amountToTransfer);
                amountToTransfer = 0;
                item             = null;
                waitForDecision  = false;
            }
        }
        else
        {
            accept = false;
        }
        if (Input.GetKeyDown(keyMenager.keys["Equipment"]) && gm.active_menu == 0)
        { //Jeżeli naciśnięto klawisz "Equipment"
            if (ekwipunek.active == false)
            {
                ekwipunek.SetActive(true); //Ukrycie/pokazanie ekwipunku.
                gm.active_menu = 3;

                Cursor.lockState = CursorLockMode.None; //Odblokowanie kursora myszy.
                Cursor.visible   = true;                //Pokazanie kursora.
            }
        }

        if (ekwipunek.active == true && Input.GetKeyDown(keyMenager.keys["Pause"]))
        {
            gm.ChangeToZero = true;
            ekwipunek.SetActive(false);//Ukrycie/pokazanie ekwipunku.
            StatsUI.SetActive(false);
        }

        if (Change) //Zmiana notatki
        {
            for (int i = 0; i < noteObj.Length; i++)
            {
                if (i == NoteNumber - 1)
                {
                    noteObj[i].SetActive(true);
                }
                else
                {
                    noteObj[i].SetActive(false);
                }
            }
            Change = false;
        }

        if (Amor_Cat)
        {
            Active[1].SetActive(true);
        }
        else
        {
            Active[1].SetActive(false);
        }

        if (Weapon_Cat)
        {
            Active[0].SetActive(true);
        }
        else
        {
            Active[0].SetActive(false);
        }

        if (Rest_Cat)
        {
            Active[2].SetActive(true);
        }
        else
        {
            Active[2].SetActive(false);
        }

        //Wyświetlenie statystyk i posiadanych przedmiotów wielekrotnego użytku
        attackTxt.text  = gm.PlayerAttack.ToString();
        armorTxt.text   = gm.PlayerArmor.ToString();
        magicTxt.text   = gm.PlayerMagic.ToString();
        agilityTxt.text = gm.PlayerSpeed.ToString();

        GoldTxt.text  = gm.gold.ToString();
        RunesTxt.text = gm.runes.ToString();
        HpTxt.text    = gm.hp_potion.ToString();
        MpTxt.text    = gm.mana_potion.ToString();

        //Przyciski umożliwiające wykorzystanie obiektów
        if (gm.hp_potion > 0)
        {
            ButtonHp.SetActive(true);
            ButtonHpHide.SetActive(false);
        }
        else
        {
            ButtonHp.SetActive(false);
            ButtonHpHide.SetActive(true);
        }
        if (gm.mana_potion > 0)
        {
            ButtonMana.SetActive(true);
            ButtonManaHide.SetActive(false);
        }
        else
        {
            ButtonMana.SetActive(false);
            ButtonManaHide.SetActive(true);
        }
    }