public void AddInventory(GameObject ply) { AlchemyValues.AddItemToPlayer(int.Parse(ply.name.Substring(1)), new Item(contains)); //SFX GameObject.Find("SoundManager").GetComponent <SoundPlayer>().PlaySFX(Resources.Load <AudioClip>("SFX/SFX_GotItem")); Destroy(gameObject); }
void OnItemGrab() { if (playerInteracted.GetComponent <PlayerGrabs>().GetItemGrabbed() == null) { Item item = items[selectedMat]; playerInteracted.GetComponent <PlayerGrabs>().GrabItem(item); //Debug.Log("PLAYER GRABBED " + item.name); AlchemyValues.RemoveItem(item); Cancel(); } else { //TODO avertir drop ur item first } }
public float minX, maxX; // -250,20 void Start() { float distanceBetweenDisplays = (maxX - minX) / AlchemyValues.alchemyPlayers.Count; for (int i = 0; i < AlchemyValues.alchemyPlayers.Count; i++) { GameObject display = Instantiate((GameObject)Resources.Load("Prefabs/PlayerResult"), GameObject.Find("Canvas").transform); display.transform.localPosition = display.transform.localPosition = new Vector3(minX + i * distanceBetweenDisplays, display.transform.localPosition.y, display.transform.localPosition.z); string text = "Player " + (AlchemyValues.alchemyPlayers[i] + 1) + "\n\n"; foreach (Effect effect in GameObject.Find("CurseManager").GetComponent <Manager>().playerEffects[AlchemyValues.alchemyPlayers[i]]) { text = text + "\n-" + effect.name; } display.GetComponent <TextMeshProUGUI>().text = text; } //add player inventories to amazonbox AlchemyValues.AddItems(); }
public void AddPotion(GameObject player) { Item[] recipe = new Item[ingredients.Count]; for (int i = 0; i < recipe.Length; i++) { recipe[i] = ingredients[i]; } Recipe potion = new Recipe(recipe); bool correctRecipe = false; foreach (Recipe r in GameObject.Find("ToDoList").GetComponent <RecipesToDo>().recipesToDo) { if (r.Compare(potion)) { GameObject.Find("ToDoList").GetComponent <RecipesToDo>().RemoveRecipe(potion); correctRecipe = true; break; } } float severity = 1f; foreach (Item item in ingredients) { severity += item.accuracy; } if (!correctRecipe) { GameObject.Find("ToDoList").GetComponent <RecipesToDo>().RefreshTodo(); } else { //quand c'est la bonne recette (pas besoin de toucher à todolist) AlchemyValues.AddProgress(severity * 5 / (DayTime.maxDays)); } severity *= AlchemyValues.potionProgress / 10f; GameObject.Find("CurseManager").GetComponent <Manager>().AddCurse(severity, player); }