public void Clear() { if (cooldown) { return; } NukeInteract.Clear(); CodeDisplay.SetValue = ""; }
public void CmdInputNukeCode(GameObject nuke, string code) { NukeInteract nukeScript = nuke.GetComponent <NukeInteract>(); if (nukeScript != null) { nukeScript.Validate(code); } }
public void EnterDigit(char digit) { if (cooldown) { return; } if (NukeInteract.AppendKey(digit)) { int length = NukeInteract.CurrentCode.Length; //replace older digits with asterisks string newDigit = NukeInteract.CurrentCode.Substring(length <= 0 ? 0 : length - 1); CodeDisplay.SetValue = newDigit.PadLeft(length, '*'); StartCoroutine(HideCode()); } }
public void TryArm() { if (cooldown) { return; } if (NukeInteract.Validate()) { InfoDisplay.SetValue = "PREPARE TO DIE"; } else { StartCoroutine(ErrorCooldown()); } }
public IEnumerator SetPlayerLoadOuts() { //Waiting for player name resolve yield return(WaitUntilInControl()); // Null Job players dont get a loadout if (playerScript.JobType == JobType.NULL) { yield break; } PlayerScript pS = GetComponent <PlayerScript>(); pS.JobType = playerScript.JobType; JobOutfit standardOutfit = GameManager.Instance.StandardOutfit.GetComponent <JobOutfit>(); JobOutfit jobOutfit = GameManager.Instance.GetOccupationOutfit(playerScript.JobType); Dictionary <string, string> gear = new Dictionary <string, string>(); gear.Add("uniform", standardOutfit.uniform); gear.Add("ears", standardOutfit.ears); gear.Add("belt", standardOutfit.belt); gear.Add("back", standardOutfit.backpack); gear.Add("shoes", standardOutfit.shoes); gear.Add("glasses", standardOutfit.glasses); gear.Add("gloves", standardOutfit.gloves); gear.Add("suit", standardOutfit.suit); gear.Add("head", standardOutfit.head); //gear.Add("accessory", standardOutfit.accessory); gear.Add("mask", standardOutfit.mask); //gear.Add("backpack", standardOutfit.backpack); //gear.Add("satchel", standardOutfit.satchel); //gear.Add("duffelbag", standardOutfit.duffelbag); //gear.Add("box", standardOutfit.box); //gear.Add("l_hand", standardOutfit.l_hand); //gear.Add("l_pocket", standardOutfit.l_pocket); //gear.Add("r_pocket", standardOutfit.r_pocket); //gear.Add("suit_store", standardOutfit.suit_store); if (!string.IsNullOrEmpty(jobOutfit.uniform)) { gear["uniform"] = jobOutfit.uniform; } /*if (!String.IsNullOrEmpty(jobOutfit.id)) * gear["id"] = jobOutfit.id;*/ if (!string.IsNullOrEmpty(jobOutfit.ears)) { gear["ears"] = jobOutfit.ears; } if (!string.IsNullOrEmpty(jobOutfit.belt)) { gear["belt"] = jobOutfit.belt; } if (!string.IsNullOrEmpty(jobOutfit.backpack)) { gear["back"] = jobOutfit.backpack; } if (!string.IsNullOrEmpty(jobOutfit.shoes)) { gear["shoes"] = jobOutfit.shoes; } if (!string.IsNullOrEmpty(jobOutfit.glasses)) { gear["glasses"] = jobOutfit.glasses; } if (!string.IsNullOrEmpty(jobOutfit.gloves)) { gear["gloves"] = jobOutfit.gloves; } if (!string.IsNullOrEmpty(jobOutfit.suit)) { gear["suit"] = jobOutfit.suit; } if (!string.IsNullOrEmpty(jobOutfit.head)) { gear["head"] = jobOutfit.head; } /*if (!String.IsNullOrEmpty(jobOutfit.accessory)) * gear["accessory"] = jobOutfit.accessory;*/ if (!string.IsNullOrEmpty(jobOutfit.mask)) { gear["mask"] = jobOutfit.mask; } /*if (!String.IsNullOrEmpty(jobOutfit.backpack)) * gear["backpack"] = jobOutfit.backpack; * if (!String.IsNullOrEmpty(jobOutfit.satchel)) * gear["satchel"] = jobOutfit.satchel; * if (!String.IsNullOrEmpty(jobOutfit.duffelbag)) * gear["duffelbag"] = jobOutfit.duffelbag; * if (!String.IsNullOrEmpty(jobOutfit.box)) * gear["box"] = jobOutfit.box; * if (!String.IsNullOrEmpty(jobOutfit.l_hand)) * gear["l_hand"] = jobOutfit.l_hand; * if (!String.IsNullOrEmpty(jobOutfit.l_pocket)) * gear["l_pocket"] = jobOutfit.l_pocket; * if (!String.IsNullOrEmpty(jobOutfit.r_pocket)) * gear["r_pocket"] = jobOutfit.r_pocket; * if (!String.IsNullOrEmpty(jobOutfit.suit_store)) * gear["suit_store"] = jobOutfit.suit_store;*/ foreach (KeyValuePair <string, string> gearItem in gear) { if (gearItem.Value.Contains(UniItemUtils.ClothingHierIdentifier) || gearItem.Value.Contains(UniItemUtils.HeadsetHierIdentifier) || gearItem.Value.Contains(UniItemUtils.BackPackHierIdentifier) || gearItem.Value.Contains(UniItemUtils.BagHierIdentifier)) { GameObject obj = ClothFactory.CreateCloth(gearItem.Value, TransformState.HiddenPos, transform.parent); //if ClothFactory does not return an object then move on to the next clothing item if (!obj) { Logger.LogWarning("Trying to instantiate clothing item " + gearItem.Value + " failed!", Category.Equipment); continue; } ItemAttributes itemAtts = obj.GetComponent <ItemAttributes>(); SetItem(GetLoadOutEventName(gearItem.Key), itemAtts.gameObject); } else if (!string.IsNullOrEmpty(gearItem.Value)) { // Logger.Log(gearItem.Value + " creation not implemented yet."); } } SpawnID(jobOutfit); yield return(new WaitForSeconds(3f)); //Wait a bit for headset to be fully setup and player to be fully spawned. if (playerScript.JobType == JobType.SYNDICATE) { //Check to see if there is a nuke and communicate the nuke code: NukeInteract nuke = FindObjectOfType <NukeInteract>(); if (nuke != null) { UpdateChatMessage.Send(gameObject, ChatChannel.Syndicate, "We have intercepted the code for the nuclear weapon: " + nuke.NukeCode); } } }