/// <summary> /// We check to see whenever the player is spawned in the scene and then we act. /// </summary> void Update() { // IF the player gameobject is null. if (playerGO == null) { // Get the player GameObject. playerGO = Character_Manager.GetPlayer(); return; } // IF the players reference to its transform is null. if (playerTransform == null) { // Grab the transform. playerTransform = playerGO.transform; } // IF the camera is capable of moving. if (canCameraMove) { // Refresh the camera bounds. RefreshCameraBounds(); // Clamp values between the bounds. camX = Mathf.Clamp(playerTransform.position.x, leftBound, rightBound); camY = Mathf.Clamp(playerTransform.position.y + UIVerticalOffset / 200f, bottomBound, topBound); } }
public void OnEndDrag(PointerEventData data) { if (data.button == PointerEventData.InputButton.Left) { // IF we are not hovering the mouse over the inventory then drop the item on the ground. if (data.hovered.Count == 0) { // Spawn the item from it being thrown out of the inventory. GameObject goItem = Grid.helper.SpawnObject(Grid.setup.GetGameObjectPrefab(item.Title), Character_Manager.GetPlayer().transform.position, Quaternion.identity, Character_Manager.GetPlayer(), RADIUS); // Launch the item in a random direction. Grid.helper.LaunchItemAwayFromPosition(goItem, Character_Manager.GetPlayer().transform.position); // Clear the old slot. GetComponentInParent <Inventory>().items [slotNumber] = new Item(); // Destroy this gameobject. Destroy(this.gameObject); // We done so lets GTFO of here. return; } // IF we actually are dragging an item. if (item != null) { // Set this items parent back to the original slot. this.transform.SetParent(GetComponentInParent <Inventory>().slots [slotNumber].transform); // Set its local position back to 0 so it can be centered in the slot. this.transform.localPosition = Vector2.zero; // Make sure the scale is set properly to 1. this.transform.localScale = Vector2.one; // Allow us to block raycast again. canvasGroup.blocksRaycasts = true; } } }
// Update is called once per frame void Update() { if (IsInMouth) { GameObject _scout = null; //cleanup why do we have to pass null to this function? _scout = Character_Manager.GetClosestCharacterTypeWithRawTransform(this.transform, CharacterType.Scout, _scout, float.PositiveInfinity); this.transform.position = _scout.transform.GetChild(0).position; //get the actual scout, not the scout manager } else if (IsInHand) { this.transform.position = Character_Manager.GetPlayer().transform.position; } }
void Start() { // Grab the player GameObject. playerGO = Character_Manager.GetPlayer(); // IF the player gameobject is null. if (playerGO == null) { // Get the player GameObject. playerGO = Character_Manager.GetPlayer(); // Set the camera up where it is supposed to start since we have found the player. AlignCamera(); return; } }
void OnEnable() { // Get the Equipment script. Equipment equipment = Character_Manager.GetPlayerManager().GetComponentInChildren <Equipment> (); // Get the Sprite Renderer of the player. playerRenderer = Character_Manager.GetPlayer().GetComponent <SpriteRenderer> (); // Get the Weapon the player has. Item weapon = equipment.GetWeapon(); // Get the sprite renderer of the this weapon. weaponRenderer = GetComponent <SpriteRenderer> (); // Get the Sprite Image of the weapon and set it to this GameObject's Sprite. weaponRenderer.sprite = weapon.SpriteImage; // Set the coloring of the Sprite renderer. weaponRenderer.color = new Color(weapon.R, weapon.G, weapon.B, weapon.A); }
// Make the text type out based on the text speed. public static IEnumerator TypeText(Text txt, float pauseTime, string dialogue, AudioClip typeSound) { // IF we have a null text. if (txt == null) { yield break; } txt.text = ""; for (int i = 0; i <= dialogue.Length; i++) { txt.text = dialogue.Substring(0, i); Grid_Helper.soundManager.PlaySound(typeSound, Character_Manager.GetPlayer().transform.position, 1f, 1f); yield return(new WaitForSeconds(pauseTime)); yield return(null); } }
void OnEnable() { // Get the Equipment script. Equipment equipment = Character_Manager.GetPlayerManager().GetComponentInChildren <Equipment> (); // Get the Sprite Renderer of the player. playerRenderer = Character_Manager.GetPlayer().GetComponent <SpriteRenderer> (); // Get the Weapon the player has. Item weapon = equipment.GetWeapon(); // Get the sprite renderer of the this weapon. weaponRenderer = GetComponent <SpriteRenderer> (); if (weapon != null) { weaponRenderer.sprite = weapon.SpriteImage; weaponRenderer.color = new Color(weapon.R, weapon.G, weapon.B, weapon.A); } }
private void SpawnPlayer() { // IF we have a player to spawn. if (Grid.setup.player != null) { // IF the player is already spawned, // ELSE the player is not spawned and needs to be and will be positioned accordinly. if (Character_Manager.GetPlayer() != null) { // Move this player to the new location. Character_Manager.GetPlayer().transform.position = sceneSpawnLocations [Grid.setup.GetSceneSpawnLocation()].position; } else { // Create this player at the appropriate location. Instantiate(Grid.setup.player, sceneSpawnLocations [Grid.setup.GetSceneSpawnLocation()].position, Quaternion.identity); } } }
void Update() { // IF the player gameobject is null. if (playerGO == null) { // Get the player GameObject. playerGO = Character_Manager.GetPlayer(); // Set the camera up where it is supposed to start since we have found the player. AlignCamera(); return; } // IF the players reference to its transform is null. if (playerTransform == null) { // Grab the transform. playerTransform = playerGO.transform; // Since we have a player lets set our camera boundaries. calcCamPos(); } // Detect IF we are at the edges of the Camera to Pan. CameraEdgeDetection(); }
public void OnEndDrag(PointerEventData data) { if (data.button == PointerEventData.InputButton.Left) { // IF we are not hovering the mouse over the inventory then drop the item on the ground. if (data.hovered.Count == 0) { // Spawn the item from it being thrown out of the inventory. Vector3 charPosition = Character_Manager.GetPlayer().transform.position; Vector3 clickPosition = new Vector3(data.position.x, data.position.y); Camera camera = Camera.main; Vector3 clickMapPosition = camera.ScreenToWorldPoint(clickPosition); print("Character position: " + charPosition.ToString()); print("Mouse position: " + clickMapPosition.ToString()); float xDiff = clickMapPosition.x - charPosition.x; float yDiff = clickMapPosition.y - charPosition.y; if (System.Math.Abs(xDiff) >= System.Math.Abs(yDiff)) { if (xDiff >= 0) { Grid.helper.SpawnObjectNextToPlayer(Grid.setup.GetGameObjectPrefab(item.Title), Character_Manager.GetPlayer().transform.position, Quaternion.identity, Character_Manager.GetPlayer(), RADIUS, true); } else { Grid.helper.SpawnObjectNextToPlayer(Grid.setup.GetGameObjectPrefab(item.Title), Character_Manager.GetPlayer().transform.position, Quaternion.identity, Character_Manager.GetPlayer(), -1 * RADIUS, true); } } else { if (yDiff >= 0) { Grid.helper.SpawnObjectNextToPlayer(Grid.setup.GetGameObjectPrefab(item.Title), Character_Manager.GetPlayer().transform.position, Quaternion.identity, Character_Manager.GetPlayer(), RADIUS, false); } else { Grid.helper.SpawnObjectNextToPlayer(Grid.setup.GetGameObjectPrefab(item.Title), Character_Manager.GetPlayer().transform.position, Quaternion.identity, Character_Manager.GetPlayer(), -1 * RADIUS, false); } } // GameObject goItem = Grid.helper.SpawnObjectToLeftOfPlayer (Grid.setup.GetGameObjectPrefab (item.Title), Character_Manager.GetPlayer ().transform.position, Quaternion.identity, Character_Manager.GetPlayer (), RADIUS); // Launch the item in a random direction. // Grid.helper.LaunchItemAwayFromPosition (goItem, Character_Manager.GetPlayer ().transform.position); // Clear the old slot. GetComponentInParent <Inventory>().items [slotNumber] = new Item(); // Destroy this gameobject. Destroy(this.gameObject); // We done so lets GTFO of here. return; } // IF we actually are dragging an item. if (item != null) { // Set this items parent back to the original slot. this.transform.SetParent(GetComponentInParent <Inventory>().slots [slotNumber].transform); // Set its local position back to 0 so it can be centered in the slot. this.transform.localPosition = Vector2.zero; // Make sure the scale is set properly to 1. this.transform.localScale = Vector2.one; // Allow us to block raycast again. canvasGroup.blocksRaycasts = true; } } }
// Use this for initialization void Start() { playerRenderer = Character_Manager.GetPlayer().GetComponent <SpriteRenderer>(); objectRenderer = GetComponent <SpriteRenderer>(); }