Esempio n. 1
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    private GameObject GetFreeTextObject()
    {
        foreach (var o in _textPool)
        {
            //Return first inactive object in pool
            if (!o.activeSelf)
            {
                o.SetActive(true);
                var routine = DeactivateAfterTime(.5f, o);
                Script_GameManager.GetInstance().StartCoroutine(routine);
                return(o);
            }
        }

        //If no objects available, create new one and add to pool
        var obj = GameObject.Instantiate(_textPrefab);

        _textPool.Add(obj);
        obj.transform.SetParent(_poolHolder.transform);

        //Deactivate text after a time
        var coroutine = DeactivateAfterTime(.5f, obj);

        Script_GameManager.GetInstance().StartCoroutine(coroutine);
        return(obj);
    }
Esempio n. 2
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    public override void Refresh()
    {
        foreach (Transform child in _equipedGrid)
        {
            Destroy(child.gameObject);
        }
        foreach (Transform child in _inventoryGrid)
        {
            Destroy(child.gameObject);
        }

        foreach (var item in Script_GameManager.GetInstance().Inventory.GetEquipedItems())
        {
            var obj = Instantiate(_inventoryImagePrefab);
            obj.SetItem(item);
            obj.VisualType = Script_VisualItemUI.VisualItemType.Inventory;
            obj.transform.SetParent(_equipedGrid);
        }

        foreach (var item in Script_GameManager.GetInstance().Inventory.GetUnEquipedItems())
        {
            var obj = Instantiate(_inventoryImagePrefab);
            obj.SetItem(item);
            obj.VisualType = Script_VisualItemUI.VisualItemType.Inventory;
            obj.transform.SetParent(_inventoryGrid);
        }

        _currencyText.text = Script_GameManager.GetInstance().Inventory.Currency + " G";
    }
    public bool BuyItem(Script_Item item)
    {
        var entry     = ShopEntries.Find(x => x.Item == item);
        var inventory = Script_GameManager.GetInstance().Inventory;

        if (entry.Item != null && inventory.Currency >= entry.Price)
        {
            //Remove item from shop
            --entry.Item.Amount;
            if (entry.Item.Amount <= 0)
            {
                ShopEntries.Remove(entry);
            }
            //Adjust currency
            inventory.Currency -= entry.Price;
            //Move item to inventory
            inventory.AddItem(entry.Item);
            //Refresh shop panel
            Script_GameManager.GetInstance().UIManager.ShopPanel.Refresh();
            //Refresh inventory if open
            if (Script_GameManager.GetInstance().UIManager.InventoryPanel.IsActive())
            {
                Script_GameManager.GetInstance().UIManager.InventoryPanel.Refresh();
            }

            return(true);
        }
        return(false);
    }
Esempio n. 4
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    //Object that finishes game when object is in trigger

    public void OnTriggerEnter(Collider other)
    {
        if (other.tag == "Player")
        {
            Script_GameManager.GetInstance().CompleteGame(true);
        }
    }
    public void UnEquip(Script_Item item)
    {
        if (item != null && item.Equiped)
        {
            item.Equiped = false;

            if (item == Weapon)
            {
                Weapon = null;
            }
            if (item == Helm)
            {
                Helm = null;
            }
            if (item == Chest)
            {
                Chest = null;
            }
            if (item == Legs)
            {
                Legs = null;
            }

            //Switch inventory image from equiped to unequiped
            Script_GameManager.GetInstance().UIManager.InventoryPanel.SwitchItemInventoryList(item.UIItem);
        }
    }
 private void ShopClick()
 {
     //Buy item if possible
     if (Script_GameManager.GetInstance().UIManager.ShopPanel.AttachedKeeper.BuyItem(_attachedItem))
     {
         ItemNameDisplay.SetActive(false);
     }
 }
 private void Update()
 {
     //If player is close and presses e, open shop panel
     if (_playerInRange && Input.GetKeyDown(KeyCode.E))
     {
         Script_GameManager.GetInstance().UIManager.ShopPanel.SetShopKeeper(this);
         Script_GameManager.GetInstance().UIManager.ShopPanel.SwitchState();
     }
 }
    public void ShowGameComplete(bool win)
    {
        var endScreen = GameObject.Instantiate(Resources.Load <GameObject>("Prefabs/UI/GameCompleteScreen"));

        endScreen.transform.GetChild(0).GetComponent <Text>().text = win ? "Game Completed" : "Game Over";
        endScreen.transform.GetChild(1).GetComponent <Button>().onClick.AddListener(Script_GameManager.GetInstance().ResetScene);
        endScreen.transform.SetParent(Canvas.transform);
        endScreen.transform.SetAsLastSibling();
        endScreen.transform.localPosition = Vector3.zero;
    }
    public void Start()
    {
        if (ItemNameDisplay == null)
        {
            ItemNameDisplay = Instantiate(Resources.Load <GameObject>("Prefabs/UI/ItemNameDisplay"));
        }

        ItemNameDisplay.transform.SetParent(Script_GameManager.GetInstance().UIManager.Canvas.transform);
        _itemDisplayText = ItemNameDisplay.transform.GetChild(1).GetComponent <Text>();
        ItemNameDisplay.SetActive(false);
    }
Esempio n. 10
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 public void Show()
 {
     if (!_active)
     {
         ++Script_GameManager.GetInstance().UIManager.ActivePanels;
         Time.timeScale = 0f;
     }
     gameObject.SetActive(true);
     transform.SetAsLastSibling();
     Refresh();
     _active = true;
 }
Esempio n. 11
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    public int GetAttackDamage()
    {
        if (_attachedCharacter.CharType == Script_Character.CharacterType.Dog)
        {
            return(_attachedCharacter.Attack);
        }

        int equipedBoost = 0;

        Script_GameManager.GetInstance().Inventory.GetEquipedItems().ForEach(x => equipedBoost += x.AttackBoost);
        return((int)(equipedBoost * GetCurrentChargePercentage()) + _attachedCharacter.Attack);
    }
Esempio n. 12
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 public virtual void Hide()
 {
     if (_active)
     {
         --Script_GameManager.GetInstance().UIManager.ActivePanels;
         if (Script_GameManager.GetInstance().UIManager.ActivePanels == 0 && !Script_GameManager.GetInstance().GameOver)
         {
             Time.timeScale = 1f;
         }
     }
     gameObject.SetActive(false);
     _active = false;
 }
Esempio n. 13
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    public void Destruct(Script_Weapon sendWeapon)
    {
        if (sendWeapon == null)
        {
            return;
        }

        //Destroy object if hit by correct type of weapon
        if (sendWeapon.WeapType == TypeToDestroy || TypeToDestroy == Script_Weapon.WeaponType.None)
        {
            Destroy(gameObject);
            Script_GameManager.GetInstance().Inventory.Currency += _currencyReward;
        }
    }
Esempio n. 14
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    void Attack()
    {
        //Left mouse button pressed
        if (Input.GetMouseButtonDown(0) && Script_GameManager.GetInstance().UIManager.ActivePanels == 0)
        {
            //Attack with weapon if you have one
            if (_attachedCharacter.Weapon != null)
            {
                //Check what was hit by weapon
                var hit = _attachedCharacter.Weapon.GetHitObjects(this);
                foreach (var o in hit)
                {
                    //Deal damage to hit enemies
                    if (o.tag == "Enemy")
                    {
                        var es = o.GetComponent <Script_EnemyBehaviour>();
                        if (es != null)
                        {
                            es.GetAttachedCharacter().TakeDamage(GetAttackDamage());
                        }
                    }

                    //Destruct destructables
                    if (o.tag == "Destructable")
                    {
                        var ds = o.GetComponent <Script_Destructable>();
                        if (ds != null)
                        {
                            ds.Destruct(_attachedCharacter.Weapon);
                        }
                    }
                }
            }
            //Hit enemy right in front with "fist"
            else
            {
                RaycastHit hit;
                if (Physics.Raycast(transform.position, transform.forward, out hit, 2f, ~(1 << LayerMask.NameToLayer("Player"))))
                {
                    if (hit.collider.tag == "Enemy")
                    {
                        hit.collider.GetComponent <Script_EnemyBehaviour>().GetAttachedCharacter().TakeDamage(GetAttackDamage());
                    }
                }
            }
            _currentChargeTimer = 0f;
        }
    }
    public void OnPointerEnter(PointerEventData eventData)
    {
        //Change item display to use this object name
        ItemNameDisplay.SetActive(true);
        _itemDisplayText.text = (_attachedItem != null ? _attachedItem.Name : "Dummy") + (_attachedItem.Amount > 1 ? " x" + _attachedItem.Amount : "");

        //Add price at end of text if shop item
        if (VisualType == VisualItemType.Shop)
        {
            _itemDisplayText.text += " " + Script_GameManager.GetInstance().UIManager.ShopPanel.AttachedKeeper.ShopEntries
                                     .First(x => x.Item == _attachedItem).Price + "G";
        }

        //Put display in front
        ItemNameDisplay.transform.SetAsLastSibling();
    }
Esempio n. 16
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    public override void Use()
    {
        bool canBeUsed = false;

        foreach (var character in Script_GameManager.GetInstance().CharacterManager.GetCharacters())
        {
            if (character.CurrentHealth < character.MaxHealth)
            {
                character.Heal(_healAmount);
                canBeUsed = true;
            }
        }

        if (canBeUsed)
        {
            Script_GameManager.GetInstance().Inventory.RemoveItem(this);
        }
    }
Esempio n. 17
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    public void RemoveItem(Script_Item item, int amount = 1)
    {
        //Find inventory slot of item type
        var inventoryItem = _itemList.First(x => x.Name == item.Name);

        if (inventoryItem != null)
        {
            //Remove amount of items
            inventoryItem.Amount -= amount;

            //Delete item type from inventory if none are left
            if (inventoryItem.Amount <= 0)
            {
                _itemList.Remove(inventoryItem);
                Script_GameManager.GetInstance().UIManager.InventoryPanel.Refresh();
            }
        }
    }
    // Use this for initialization
    void Start()
    {
        var uip1 = transform.GetChild(0);

        _playerUI1 = new PlayerUI
        {
            HealthText     = uip1.transform.GetChild(0).GetComponent <Text>(),
            ChargeText     = uip1.transform.GetChild(2).GetComponent <Text>(),
            TrackCharacter = Script_GameManager.GetInstance().CharacterManager.GetCharacters()[0].GetVisualCharacter()
        };
        var uip2 = transform.GetChild(1);

        _playerUI2 = new PlayerUI
        {
            HealthText     = uip2.transform.GetChild(0).GetComponent <Text>(),
            ChargeText     = uip2.transform.GetChild(2).GetComponent <Text>(),
            TrackCharacter = Script_GameManager.GetInstance().CharacterManager.GetCharacters()[1].GetVisualCharacter()
        };
    }
    public void EquipItem(Script_Item item)
    {
        if (item.Type == Script_Item.ItemType.Weapon)
        {
            //Unequip current weapon if in same slot
            UnEquip(Weapon);

            //Equip new weapon
            Weapon         = item as Script_Weapon;
            Weapon.Equiped = true;
        }
        else if (item.Type == Script_Item.ItemType.Armor)
        {
            //Unequip armor of same type and equip new one
            var armor = item as Script_Armor;
            switch (armor.GearType)
            {
            case Script_Armor.ArmorType.Chest:
                UnEquip(Chest);
                Chest         = armor;
                Chest.Equiped = true;
                break;

            case Script_Armor.ArmorType.Legs:
                UnEquip(Legs);
                Legs         = armor;
                Legs.Equiped = true;
                break;

            case Script_Armor.ArmorType.Helm:
                UnEquip(Helm);
                Helm         = armor;
                Helm.Equiped = true;
                break;

            default:
                throw new ArgumentOutOfRangeException();
            }
        }

        //Switch inventory image from unequiped to equiped
        Script_GameManager.GetInstance().UIManager.InventoryPanel.SwitchItemInventoryList(item.UIItem);
    }
Esempio n. 20
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    private void OnTriggerEnter(Collider other)
    {
        if (other.tag != "Player")
        {
            return;
        }

        switch (_type)
        {
        case PickupType.Key:
            Script_GameManager.GetInstance().Inventory.AddItem(new Script_Key());
            break;

        default:
            throw new ArgumentOutOfRangeException();
        }

        Destroy(gameObject);
    }
    public void TakeDamage(int number)
    {
        //Get defense boost
        var equipedBoost = 0;

        Script_GameManager.GetInstance().Inventory.GetEquipedItems().ForEach(x => equipedBoost += x.DefenseBoost);
        //Take adjusted damage
        var damage = Math.Max(0, number - (Defense + equipedBoost));

        CurrentHealth -= damage;
        //Die
        if (CurrentHealth <= 0)
        {
            CurrentHealth = 0;
            Die();
        }
        //Show combat text
        Script_GameManager.GetInstance().CombatTextManager.AddText(damage.ToString(), _visualCharacter.transform.position + 2 * Vector3.up);
    }
Esempio n. 22
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    private void OnTriggerEnter(Collider other)
    {
        if (other.tag != "Player")
        {
            return;
        }

        //Show text
        transform.GetChild(0).gameObject.SetActive(true);

        //Check if item is in inventory
        var item = Script_GameManager.GetInstance().Inventory.GetUnEquipedItems().FirstOrDefault(x => x.Name == ItemName);

        if (item != null)
        {
            //Destroy object and remove required item from inventory
            Destroy(gameObject);
            Script_GameManager.GetInstance().Inventory.RemoveItem(item);
        }
    }
Esempio n. 23
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    public override void Refresh()
    {
        foreach (Transform child in _shopGrid)
        {
            Destroy(child.gameObject);
        }

        if (AttachedKeeper == null)
        {
            return;
        }
        foreach (var entry in AttachedKeeper.ShopEntries)
        {
            var obj = Instantiate(_itemImagePrefab);
            obj.SetItem(entry.Item);
            obj.VisualType = Script_VisualItemUI.VisualItemType.Shop;
            obj.transform.SetParent(_shopGrid);
        }

        _currencyText.text = Script_GameManager.GetInstance().Inventory.Currency + " G";
    }
    public override void Refresh()
    {
        StringBuilder stringBuilder = new StringBuilder();

        stringBuilder.Append("Name: ");
        stringBuilder.Append(_character.Name);
        stringBuilder.Append("\n");

        stringBuilder.Append("Weapon: ");
        stringBuilder.Append(_character.Weapon != null ? _character.Weapon.Name : "/");
        stringBuilder.Append("\n");

        stringBuilder.Append("Health: ");
        stringBuilder.Append(_character.MaxHealth);
        stringBuilder.Append("\n");

        stringBuilder.Append("Attack: ");
        stringBuilder.Append(_character.Attack);
        stringBuilder.Append("\n");

        stringBuilder.Append("Defense: ");
        stringBuilder.Append(_character.Defense);
        stringBuilder.Append("\n");

        _baseText.text = stringBuilder.ToString();


        //Item Boost Text
        stringBuilder.Length = 0;
        stringBuilder.Append("Attack: ");
        stringBuilder.Append(Script_GameManager.GetInstance().Inventory.GetTotalAttackBoost());
        stringBuilder.Append("\n");

        stringBuilder.Append("Defense: ");
        stringBuilder.Append(Script_GameManager.GetInstance().Inventory.GetTotalDefenseBoost());
        stringBuilder.Append("\n");

        _itemBoostText.text = stringBuilder.ToString();
    }
    private void InventoryClick()
    {
        //Consume item
        if (_attachedItem.Type == Script_Item.ItemType.Consumable)
        {
            (_attachedItem as Script_Consumable).Use();
            _itemDisplayText.text = (_attachedItem != null ? _attachedItem.Name : "Dummy") + (_attachedItem.Amount > 1 ? " x" + _attachedItem.Amount : "");
        }
        //Equip / Unequip item
        else
        {
            if (!_attachedItem.Equiped)
            {
                Script_GameManager.GetInstance().CharacterManager.GetCharacters()[0].EquipItem(_attachedItem);
            }
            else
            {
                Script_GameManager.GetInstance().CharacterManager.GetCharacters()[0].UnEquip(_attachedItem);
            }

            //Update equiped stats for if characterwindow would be open
            Script_GameManager.GetInstance().UIManager.CharacterPanel.Refresh();
        }
    }
Esempio n. 26
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    void Update()
    {
        //Follow selected character when in followrange
        var selectedChar = Script_GameManager.GetInstance().CharacterManager.GetSelectedCharacter().GetVisualCharacter();

        if ((selectedChar.transform.position - transform.position).sqrMagnitude <= _followPlayerRange * _followPlayerRange)
        {
            _navAgent.destination = selectedChar.transform.position;
        }
        //Stand still if not in range
        else
        {
            _navAgent.destination = transform.position;
        }

        _attackTimer += Time.deltaTime;

        //Attack
        if (_attackTimer >= _attackInterval)
        {
            //Get characters in cone of vision
            foreach (var c in Script_GameManager.GetInstance().CharacterManager.GetCharacters())
            {
                var between = c.GetVisualCharacter().transform.position - transform.position;
                var angle   = Vector3.Angle(transform.forward, between);
                if (angle <= _viewAngle / 2f && between.sqrMagnitude <= _baseAttackRange * _baseAttackRange)
                {
                    //Hit player
                    c.TakeDamage(_attachedCharacter.Attack);

                    _attackTimer = 0f;
                    break; //Only can damage one character each attack
                }
            }
        }
    }
Esempio n. 27
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 protected override void  Die()
 {
     Script_GameManager.GetInstance().CompleteGame(false);
 }
Esempio n. 28
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 protected override void Die()
 {
     GameObject.Destroy(_visualCharacter.gameObject);
     Script_GameManager.GetInstance().Inventory.Currency += 50;
 }
 public override void Initialise()
 {
     _character     = Script_GameManager.GetInstance().CharacterManager.GetCharacters()[0];
     _baseText      = transform.GetChild(0).GetComponent <Text>();
     _itemBoostText = transform.GetChild(1).GetComponent <Text>();
 }