public void addToPowerSet(PowerPickups powers) { bool found = false; foreach (PowerPickups p in activePowers) { if (p.getName().Equals(powers.getName())) { found = true; } } if (!found) { if (powers.getName().Equals("Circular")) { Debug.Log("Circular"); powers.powerScript = GameObject.Find("Player").GetComponent <Echo> (); } else if (powers.getName().Equals("Flashlight")) { Debug.Log("Flashlight"); powers.powerScript = GameObject.Find("Player").GetComponent <Flashlight> (); } else if (powers.getName().Equals("Ray")) { Debug.Log("Ray"); powers.powerScript = GameObject.Find("Player").GetComponent <Ray> (); } else if (powers.getName().Equals("Atium")) { Debug.Log("Atium"); powers.powerScript = GameObject.Find("Player").GetComponent <Atium> (); } else { Debug.Log("Not changing powerScript"); } activePowers.Add(powers); powerManager.addPower(powers.powerScript); } }
public override bool Equals(object other) { PowerPickups otherPickup = (PowerPickups)other; return(getName().Equals(otherPickup.getName())); }
/* * void OnGUI() * { * int y = 1; * Rect r; * foreach (PowerPickups p in activePowers) { * r = new Rect(0, Screen.height - 20 * y, 100, 20); * GUI.Box(r, p.getName()); * r = new Rect(100, Screen.height - 20 * y, 100, 20); * if (p.powerScript != null) * { * GUI.Box(r, p.powerScript.getName()); * } * else { * GUI.Box(r, "NULL"); * } * y++; * } * r = new Rect(0, Screen.height - 20 * y, 150, 20); * GUI.Box(r, "Power List Inventory"); * } */ //Loads the temporary inventory into inventory void Start() { //Reload non-power inventory inventoryList.Clear(); inventoryList = tempInventory.inventoryPickup; //Reload power inventory Debug.Log("--------------------------------------------------------"); powerManager = GameObject.Find("Player").GetComponent <Powers>(); clearPowerSet(); HashSet <PowerPickups> oldInventory = tempInventory.powerPickup; HashSet <PowerPickups> newInventory = new HashSet <PowerPickups>(); foreach (PowerPickups p in oldInventory) { if (p.getName().Equals("Circular")) { //PowerPickups circular = GameObject.Find("Circular"); newInventory.Add(new PowerPickups("Circular", GameObject.Find("Player").GetComponent <Echo> (), circularAudioLog, circularText)); } else if (p.getName().Equals("Movement")) { newInventory.Add(new PowerPickups("Movement", GameObject.Find("Player").GetComponent <Movement> (), movementAudioLog, movementText)); } else if (p.getName().Equals("Flashlight")) { newInventory.Add(new PowerPickups("Flashlight", GameObject.Find("Player").GetComponent <Flashlight> (), flashlightAudioLog, flashlightText)); } else if (p.getName().Equals("Ray")) { newInventory.Add(new PowerPickups("Ray", GameObject.Find("Player").GetComponent <Ray> (), rayAudioLog, rayText)); } else if (p.getName().Equals("Atium")) { newInventory.Add(new PowerPickups("Atium", GameObject.Find("Player").GetComponent <Atium> (), atiumAudioLog, atiumText)); } else { Debug.Log("Temp Inventory Loading Error"); } } Debug.Log("Starting Scene: (" + newInventory.Count + ", " + tempInventory.powerPickup.Count + ")"); mergePowerSet(newInventory); IPower movementScript = GameObject.Find("Player").GetComponent <Movement>(); Debug.Log("Starting Inventory"); Debug.Log("Movement scripts name : " + movementScript.getName()); PowerPickups movementPickup = new PowerPickups("Movement", movementScript, movementAudioLog, movementText); addToPowerSet(movementPickup); Debug.Log("loaded level on player end!"); if (Title.g_save != null) { float x = Title.g_save.x; float y = Title.g_save.y; LinkedList <string> powers = Title.g_save.powers; Title.g_save = null; Transform t = GetComponent <Transform>(); t.position = new Vector2(x, y); Inventory i = GameObject.Find("Player").GetComponent <Inventory>(); foreach (string p in powers) { i.addToPowerSet(new PowerPickups(p, GameObject.Find("Player").GetComponent(p) as IPower, null, null)); GameObject pickup = GameObject.Find(p); if (pickup != null) { Destroy(pickup); } } } }