// On scene load, do this... void Start() { leftArmNode = transform.Find(leftArmNodeName).GetComponent<PickupNode>(); rightArmNode = transform.Find(rightArmNodeName).GetComponent<PickupNode>(); leftArmNode.setPosition(transform.Find(leftArmNodeName)); rightArmNode.setPosition(transform.Find(rightArmNodeName)); leftArmPosition = "North"; rightArmPosition = "North"; float old_ly = leftArmNode.getTransform().localPosition.y; leftArmNode.getTransform().localPosition = new Vector3(-0.3f, old_ly, 1.0f); float old_ry = rightArmNode.getTransform().localPosition.y; rightArmNode.getTransform().localPosition = new Vector3(0.3f, old_ry, 1.0f); animate = GetComponent<Animator>(); itemManager = GetComponent<PlayerItemManager> (); animate.SetBool("LF", LF); animate.SetBool("RF", RF); // NOTE: // "Node Position" is really only the coordinates of game objects called // "Left Arm Node", "Right Arm Node" and such. The Nodes themselves are a part // of this own manager's abstract class. // // In other words, no properties are ever allocated to those node objects in the // game space. They are only the points at which }
// セーブ機能 public static void DataSave() { player = GameObject.Find("mkmk_Preußen"); playerData = player.GetComponent <PlayerData>(); itemManager = GameObject.Find("PlayerItemManager").GetComponent <PlayerItemManager>(); deliItemManager = GameObject.Find("DeliveryManager").GetComponent <DeliveryItemManager>(); playerItemsList = itemManager.GetPlayerItems(); deliItemsList = deliItemManager.GetDeliveryItems(); PlayerPrefs.SetFloat("playerPos.x", player.transform.position.x); PlayerPrefs.SetFloat("playerPos.y", player.transform.position.y); PlayerPrefs.SetFloat("playerPos.z", player.transform.position.z); //PlayerPrefs.SetFloat("playerRot.x", playerData.transform.rotation.x); PlayerPrefs.SetInt("Money", playerData.GetPlayerMoney()); PlayerPrefs.SetInt("deliPoint", playerData.GetDeliPoint()); foreach (KeyValuePair <Item, int> pair in playerItemsList) { PlayerPrefs.SetInt(pair.Key.ToString(), pair.Value); } foreach (KeyValuePair <DeliveryItem, int> pair in deliItemsList) { PlayerPrefs.SetInt(pair.Key.ToString(), pair.Value); } }
IEnumerator Mostrar_Falas() { List <string> aux; if (ExplorerManager.Get_Explorer_Manager().cleared_rooms.Count == 3) { aux = falasVitoria; } else if (PlayerItemManager.Get_Player_Item_Manager().trapCount == 0) { aux = falasSemTrap; } else { aux = falasIniciais; } foreach (string s in aux) { yield return(display_text(s)); yield return(new WaitUntil(() => Input.GetKeyDown(KeyCode.E))); } dialogCanvas.SetActive(false); dialog_active = false; }
private void OnTriggerEnter(Collider collider) { if (collider.gameObject.tag == "Player") // TODO have to check the layers { if (player_item_manager_1 == null && slot_1 == PlayerItemManager.Items.None) { if (gameObject.layer == 0 || gameObject.layer == collider.gameObject.layer) { player_item_manager_1 = collider.GetComponent <PlayerItemManager>(); if (player_item_manager_1.GetItem() != PlayerItemManager.Items.None) { adding_slot_1 = true; } } } else if (player_item_manager_2 == null && slot_2 == PlayerItemManager.Items.None) { if (gameObject.layer == 0 || gameObject.layer == collider.gameObject.layer) { player_item_manager_2 = collider.GetComponent <PlayerItemManager>(); if (player_item_manager_2.GetItem() != PlayerItemManager.Items.None) { adding_slot_2 = true; } } } } }
// On scene load, do this... void Start() { leftArmNode = transform.Find(leftArmNodeName).GetComponent <PickupNode>(); rightArmNode = transform.Find(rightArmNodeName).GetComponent <PickupNode>(); leftArmNode.setPosition(transform.Find(leftArmNodeName)); rightArmNode.setPosition(transform.Find(rightArmNodeName)); leftArmPosition = "North"; rightArmPosition = "North"; float old_ly = leftArmNode.getTransform().localPosition.y; leftArmNode.getTransform().localPosition = new Vector3(-0.3f, old_ly, 1.0f); float old_ry = rightArmNode.getTransform().localPosition.y; rightArmNode.getTransform().localPosition = new Vector3(0.3f, old_ry, 1.0f); animate = GetComponent <Animator>(); itemManager = GetComponent <PlayerItemManager> (); animate.SetBool("LF", LF); animate.SetBool("RF", RF); // NOTE: // "Node Position" is really only the coordinates of game objects called // "Left Arm Node", "Right Arm Node" and such. The Nodes themselves are a part // of this own manager's abstract class. // // In other words, no properties are ever allocated to those node objects in the // game space. They are only the points at which }
// アイテム作成 public void ItemProd() { itemManager = GameObject.Find("PlayerItemManager").GetComponent <PlayerItemManager>(); detailText = this.GetComponentsInChildren <Text>(); itemManager.ItemProd(detailText[2].text, int.Parse(detailText[10].text)); // detailText[2].text ItemProd_Initialize(); }
void Update_Player_New_Room(Vector2 new_pos) { player.transform.position = new Vector2( new_pos.x * player.transform.position.x, new_pos.y * player.transform.position.y ); PlayerItemManager.Get_Player_Item_Manager().Reset_Arrows(); }
// Start is called before the first frame update void Start() { rb2d = GetComponent <Rigidbody2D>(); alive = true; pushDragAction = false; interactAction = false; pCombat = GetComponent <PlayerCombat>(); pItem = GetComponent <PlayerItemManager>(); }
// アイテム詳細 public void ItemDetail(string itemNameData) { detailText = this.GetComponentsInChildren <Text>(); itemManager = GameObject.Find("PlayerItemManager").GetComponent <PlayerItemManager>(); Item itemDetail = itemManager.GetItemsCode(itemNameData); detailText[1].text = itemDetail.GetItemName(); detailText[2].text = itemDetail.GetInformation(); }
// Use this for initialization void Start() { // 採集ボタンを非表示にする MyCanvas.SetActive("MiningBtn", false); // 採集アイテムを持ち物に追加する playerBag = GameObject.Find("PlayerItemManager").GetComponent <PlayerItemManager>(); // player = GameObject.Find("mkmk_Preußen").GetComponent <PlayerMoveController>(); // 各辞書の初期化 InitializeDicts(); }
// 作成用画面の表示 public void RecipeDetail(string searchRecipeName) { itemManager = GameObject.Find("PlayerItemManager").GetComponent <PlayerItemManager>(); fireReader = GameObject.Find("FileReader").GetComponent <FileReader>(); detailText = this.GetComponentsInChildren <Text>(); Button prodBtn = GameObject.Find("ItemsProd/BG/ProdBtn").GetComponent <Button>(); recipeList = fireReader.GetResipeDatas(); int result = fireReader.GetResipeDatasIndex().IndexOf(searchRecipeName); ItemProd_Initialize(); detailText[2].text = recipeList[result][0]; detailText[10].text = createQuantity.ToString(); detailText[11].text = "アイテムを作りますか?"; prodBtn.interactable = true; for (int recipeColumn = 2; recipeColumn < recipeList[result].Length; recipeColumn = recipeColumn + 2) { if (recipeList[result][recipeColumn] != "") { string itemName = recipeList[result][recipeColumn]; int itemQuantity = int.Parse(recipeList[result][recipeColumn + 1]); SetMaxQuantity(itemName, itemQuantity); // 在庫確認 if (itemManager.GetStock(itemName) < itemQuantity) { detailText[10].text = "0"; detailText[11].text = "アイテムが足りません"; // 該当アイテムの文字色変更 // detailText[recipeColumn + 2].text // detailText[recipeColumn + 2].text // 「作製」ボタン、個数増減ボタン無効化 prodBtn.interactable = false; } detailText[recipeColumn + 2].text = recipeList[result][recipeColumn]; // 必要アイテム名称 detailText[recipeColumn + 3].text = "× " + recipeList[result][recipeColumn + 1]; // 必要アイテムの個数 } else { detailText[recipeColumn + 2].text = ""; detailText[recipeColumn + 3].text = ""; } } }
public void ItemScroll() { itemManager = GameObject.Find("PlayerItemManager").GetComponent <PlayerItemManager>(); scrollItems = itemManager.GetPlayerItems(); Scroll_Initialize(); foreach (KeyValuePair <Item, int> pair in scrollItems) { RectTransform item = GameObject.Instantiate(Prefab) as RectTransform; item.SetParent(transform, false); string itemName = itemManager.GetItemNameStr(pair.Key); Text[] nodePrefab = item.GetComponentsInChildren <Text>(); nodePrefab[0].text = itemName; } }
private void OnTriggerExit(Collider collider) { if (collider.gameObject.tag == "Player") { if (player_item_manager_1 == collider.GetComponent <PlayerItemManager>()) { player_item_manager_1 = null; adding_slot_1 = false; } else if (player_item_manager_2 == collider.GetComponent <PlayerItemManager>()) { player_item_manager_2 = null; adding_slot_2 = false; } } }
private void OnTriggerEnter(Collider collider) { if (collider.gameObject.tag == "Player") { if (collider.GetComponent <Player>().bottled_element != Player.PlayerElementBottled.Non_Element) { player_item_manager_script = collider.GetComponent <PlayerItemManager>(); if (player_item_manager_script.is_carrying == false) { player_item_manager_script.SetItemCarrying(my_type); player_item_manager_script.is_carrying = true; photonView.RPC("ItemTaken", RpcTarget.All); } } } }
// ロード機能 public static void DataLoad() { player = GameObject.Find("mkmk_Preußen"); playerData = player.GetComponent <PlayerData>(); itemManager = GameObject.Find("PlayerItemManager").GetComponent <PlayerItemManager>(); deliItemManager = GameObject.Find("DeliveryManager").GetComponent <DeliveryItemManager>(); // 位置情報 float posX = PlayerPrefs.GetFloat("playerPos.x", 40); float posY = PlayerPrefs.GetFloat("playerPos.y", 0); float posZ = PlayerPrefs.GetFloat("playerPos.z", 40); //playerRotX = PlayerPrefs.GetFloat("playerRot.x"); Vector3 loadPlayerPos = new Vector3(posX, posY, posZ); player.transform.position = loadPlayerPos; playerData.SetPlayerMoney(PlayerPrefs.GetInt("Money", 3000)); playerData.SetDeliPoint(PlayerPrefs.GetInt("deliPoint", 0)); // 通常アイテム情報(初期化含む) playerItemsList = itemManager.GetPlayerItems(); List <Item> keyList1 = new List <Item>(playerItemsList.Keys); foreach (Item pair in keyList1) { string itemName = itemManager.GetItemNameStr(pair); playerItemsList[pair] = PlayerPrefs.GetInt(itemName, 0); } // 納品アイテム情報(初期化含む) deliItemsList = deliItemManager.GetDeliveryItems(); List <DeliveryItem> keyList2 = new List <DeliveryItem>(deliItemsList.Keys); foreach (DeliveryItem pair2 in keyList2) { string itemName = deliItemManager.GetItemNameStr(pair2); deliItemsList[pair2] = PlayerPrefs.GetInt(itemName, 0); } player.GetComponent <PlayerMoveController>().SetPlayerData(player); itemManager.SetLoadItems(playerItemsList); deliItemManager.SetLoadDeliItems(deliItemsList); }
void Start() { totalTime = minute * 60 + seconds; oldSeconds = 0f; Buff_slider = GameObject.Find("Buff_Gauge").GetComponent <Slider>(); Weight_slider = GameObject.Find("Weight_Gauge").GetComponent <Slider>(); Buff_slider.enabled = false; Weight_slider.enabled = false; S_text = GameObject.Find("S_Count").GetComponent <Text>(); M_text = GameObject.Find("M_Count").GetComponent <Text>(); L_text = GameObject.Find("L_Count").GetComponent <Text>(); XL_text = GameObject.Find("XL_Count").GetComponent <Text>(); timerText = GameObject.Find("Timer").GetComponent <Text>(); myPlayerItemManager = GameObject.Find("ItemManager").GetComponent <PlayerItemManager>(); myRocketRepair = GameObject.Find("ItemManager").GetComponent <RocketRepair>(); WeightText = GameObject.Find("Weight_Text").GetComponent <Text>(); }
public void ResetMachine() { crafting_slot_1_image.fillAmount = 0; crafting_slot_2_image.fillAmount = 0; timer_1 = 0; timer_2 = 0; slot_1 = PlayerItemManager.Items.None; slot_2 = PlayerItemManager.Items.None; crafting_item = false; adding_slot_1 = false; adding_slot_2 = false; player_item_manager_1 = null; player_item_manager_2 = null; crafting_slot_1_image.color = Color.white; crafting_slot_2_image.color = Color.white; this.gameObject.layer = 0; }
void Start() { playerItems = (PlayerItemManager)HushPuppy.safeFindComponent("Player", "PlayerItemManager"); }