Esempio n. 1
0
    System.Collections.IEnumerator KeyReg()
    {
        running = true;
        yield return(new WaitUntil(() => Input.GetKeyDown(KeyCode.Minus)));

        StartCoroutine(CheckKey());
        yield return(new WaitUntil(() => returned));

        if (i == int.MaxValue && num < ItemDataManager.s.items.Capacity)
        {
            TGLogger.Log(ItemDataManager.s.items[num].itemName);
            Inventory.s.Add(ItemDataManager.s.items[num]);
            i        = 0;
            num      = 0;
            returned = false;
            running  = false;
            StartCoroutine(KeyReg());
            yield break;
        }
        else
        {
            TGLogger.Log("bad return value, this is bad!");
            yield break;
        }
    }
Esempio n. 2
0
 void List()
 {
     TGLogger.Log("Refreshing item list!");
     foreach (ItemSO I in ItemDataManager.s.items)
     {
         TGLogger.Log(ItemDataManager.s.items.IndexOf(I).ToString() + " " + I.itemName);
     }
 }
Esempio n. 3
0
 private void Start()
 {
     if (GameObject.Find("godmode"))
     {
         Destroy(gameObject);
         return;
     }
     gameObject.name = "godmode";
     TGLogger.Log("GODMODE HAS INSTANTIATED");
 }
Esempio n. 4
0
 void Awake()
 {
     if (GameObject.Find("ID"))
     {
         Destroy(gameObject);
         return;
     }
     gameObject.name = "ID";
     TGLogger.Log("Instanced ItemDebug!");
 }
Esempio n. 5
0
 private void Awake()
 {
     TGLogger.Log("Now Preventing Staff");
     StartCoroutine(awaitSS());
 }