Esempio n. 1
0
    void  Awake()
    {
        InvManager   = FindObjectOfType(typeof(InventoryManager)) as InventoryManager; //Get the Inventory Manager object/script.
        InvCraft     = FindObjectOfType(typeof(CraftManager)) as CraftManager;         //Get the Equipment script.
        CustomEvents = FindObjectOfType(typeof(InventoryEvents)) as InventoryEvents;

        //Setting up rect transforms:
        UICanvasTrans = UICanvas.GetComponent <RectTransform>();
        PanelTrans    = Panel.GetComponent <RectTransform>();

        SetCraftPosition();

        Panel.SetActive(false);

        //Set craft slots:
        if (CraftSlots.Length > 0)
        {
            for (int i = 0; i < CraftSlots.Length; i++)
            {
                CraftSlots[i].EmptySlot.gameObject.GetComponent <SlotUI>().SlotID = i;
            }
        }

        //Set Recipe IDs:
        if (RecipeButtons.Length > 0)
        {
            for (int a = 0; a < RecipeButtons.Length; a++)
            {
                RecipeButtons[a].GetComponent <SlotUI>().SlotID = a;
                InvCraft.Recipes[a].ItemReady = false;
                InvCraft.Recipes[a].Timer     = 0;
            }
        }

        RefreshItems();

        BarWidth = FullBar.rect.width;
        PosX     = FullBar.localPosition.x;
    }
Esempio n. 2
0
        public static void Register()
        {
            Alias.Server.SocketServer.PacketManager.Register(Incoming.MachineIDMessageEvent, new MachineIDEvent());
            Alias.Server.SocketServer.PacketManager.Register(Incoming.RequestUserDataMessageEvent, new RequestUserDataEvent());
            Alias.Server.SocketServer.PacketManager.Register(Incoming.SecureLoginMessageEvent, new SecureLoginEvent());
            Alias.Server.SocketServer.PacketManager.Register(Incoming.RequestUserProfileMessageEvent, new RequestUserProfileEvent());
            Alias.Server.SocketServer.PacketManager.Register(Incoming.RequestMeMenuSettingsMessageEvent, new RequestMeMenuSettingsEvent());
            Alias.Server.SocketServer.PacketManager.Register(Incoming.UsernameMessageEvent, new UsernameEvent());
            Alias.Server.SocketServer.PacketManager.Register(Incoming.SaveUserVolumesMessageEvent, new SaveUserVolumesEvent());
            Alias.Server.SocketServer.PacketManager.Register(Incoming.SavePreferOldChatMessageEvent, new SavePreferOldChatEvent());
            Alias.Server.SocketServer.PacketManager.Register(Incoming.SaveIgnoreRoomInvitesMessageEvent, new SaveIgnoreRoomInvitesEvent());
            Alias.Server.SocketServer.PacketManager.Register(Incoming.SaveBlockCameraFollowMessageEvent, new SaveBlockCameraFollowEvent());
            Alias.Server.SocketServer.PacketManager.Register(Incoming.UserWearBadgeMessageEvent, new UserWearBadgeEvent());
            Alias.Server.SocketServer.PacketManager.Register(Incoming.RequestWearingBadgesMessageEvent, new RequestWearingBadgesEvent());
            Alias.Server.SocketServer.PacketManager.Register(Incoming.RequestProfileFriendsMessageEvent, new RequestProfileFriendsEvent());
            Alias.Server.SocketServer.PacketManager.Register(Incoming.UserActivityMessageEvent, new UserActivityEvent());
            Alias.Server.SocketServer.PacketManager.Register(Incoming.RequestUserClubMessageEvent, new RequestUserClubEvent());

            WardrobeEvents.Register();
            MessengerEvents.Register();
            CurrencyEvents.Register();
            InventoryEvents.Register();
        }
Esempio n. 3
0
    //public Transform StartingItem;
    /*-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------*/


    public void  Awake()
    {
        InvUI        = FindObjectOfType(typeof(InventoryUI)) as InventoryUI;
        CustomEvents = FindObjectOfType(typeof(InventoryEvents)) as InventoryEvents;
        MyTransform  = gameObject.transform;        //Set the inventory transform.
        Items        = 0;

        //Setting the inventory size:
        Slots = new Slot[MaxItems];

        for (int i = 0; i < MaxItems; i++)
        {
            Slots[i] = new Slot();
        }


        InvUI.CreateSlots();          //Create all slots.

        if (SaveAndLoad == true)
        {
            LoadCurrencies();
            LoadItems();
        }

        InvUI.RefreshItems();

        MsgUI = FindObjectOfType(typeof(NotificationUI)) as NotificationUI;

        /*if(PlayerPrefs.GetInt("HasStartingItedm",0) == 0)
         * {
         *      PlayerPrefs.SetInt("HasStartingItem",1);
         *      Transform StartingItemInstance = Instantiate(StartingItem, new Vector3 (0, 0, 10), Quaternion.identity) as Transform;
         *      AddItem(StartingItemInstance);
         *      InvUI.MoveToSkill(StartingItemInstance, -1);
         * }*/
    }
Esempio n. 4
0
 void OnDetailedViewClose(CallbackContext ctx)
 {
     InventoryEvents.NotifyDetailedViewClose();
 }
 public void OnClick()
 {
     InventoryEvents.NotifyDetailedViewOpen(objectInSlot.GetDetailedMesh(), objectInSlot.GetDetailedMaterial());
 }
 /// <summary>
 /// Called when the mouse is not any longer over the GUIElement or Collider.
 /// </summary>
 public void OnMouseExit()
 {
     InventoryEvents.NotifySlotDehighlighted(gameObject);
 }
 /// <summary>
 /// Called when the mouse enters the GUIElement or Collider.
 /// </summary>
 public void OnMouseEnter()
 {
     InventoryEvents.NotifySlotHighlighted(gameObject);
 }
Esempio n. 8
0
        public void Handler(Client client, params object[] arguments)
        {
            if (arguments.Length <= 0)
            {
                return;
            }

            // First argument will always be the event name.
            string eventName = arguments[0] as string;

            switch (eventName)
            {
            // Car Events
            case "ToggleEngine":
                CarEvents.ToggleEngine(client, arguments);
                return;

            case "ToggleLights":
                CarEvents.ToggleLights(client, arguments);
                return;

            case "OpenDoor":
                CarEvents.OpenDoor(client, arguments);
                return;

            case "CloseDoors":
                CarEvents.CloseDoors(client, arguments);
                return;

            case "PicklockVehicle":
                CarEvents.PicklockDoor(client, arguments);
                return;

            case "ToggleLock":
                CarEvents.ToggleLock(client, arguments);
                return;

            // Player Actions
            case "AttackPlayer":
                PlayerEvents.AttackPlayer(client, arguments);
                return;

            case "CancelAttack":
                PlayerEvents.CancelAttack(client);
                return;

            // Appearance Events
            case "PushAppearanceChanges":
                AppearanceEvents.PushAppearanceChanges(client, arguments);
                return;

            case "RequestFace":
                AppearanceEvents.GetAppearance(client);
                return;

            // Mission Events
            case "Mission_Framework_Verify":
                VerifyMissionFramework.Event(client, arguments);
                return;

            // Inventory Events
            case "Get_Inventory":
                InventoryEvents.SyncInventory(client);
                return;

            case "Drop_Item_Inventory":
                InventoryEvents.DropItem(client, arguments);
                return;

            case "Use_Item_Inventory":
                InventoryEvents.UseItem(client, arguments);
                return;

            case "Pickup_Item_Inventory":
                InventoryEvents.PickupItem(client, arguments);
                return;

            case "Unequip_Weapon":
                InventoryEvents.UnequipWeapon(client);
                return;

            case "Skilltree_Contribute_Point":
                RankEvents.AllocateRankPoint(client, arguments);
                return;

            // Job Events
            case "Start_Job":
                JobEvents.StartJob(client, arguments);
                return;

            // Skill Events
            case "Skill_Event":
                SkillEvents.ParseSkillEvent(client, arguments);
                return;
            }
        }