コード例 #1
0
    void Update()
    {
        if (active)
        {
            if (!hasOpened)
            {
                ChestOpen.SetActive(true);
                ChestClosed.SetActive(false);

                GameObject k = Instantiate(Key);
                k.transform.position = transform.position + new Vector3(0, 1, 0);
                k.transform.rotation = Quaternion.Euler(new Vector3(0, 90, 0));

                Keyhole.correctKey             = k;
                k.GetComponent <Key>().keyword = Keyhole.keyword;

                foreach (ButtonCompination BC in ToActivate)
                {
                    BC.gameObject.SetActive(false);
                }

                hasOpened = true;
            }
        }
        else
        {
            CheckActives();
        }
    }
コード例 #2
0
ファイル: DungeonMap.cs プロジェクト: stevenmalford/Shiv
        //Draws the map to the screen
        public void Draw(RLConsole mapConsole, RLConsole statsConsole)
        {
            //For each cell that exists, set the symbol based on
            //      logic provided in SetSymbolForCell
            foreach (Cell cell in GetAllCells())
            {
                SetSymbolForCell(mapConsole, cell);
            }

            //Draws the stairs up
            StairsUp.Draw(mapConsole, this);
            //Draws the stairs down and instantiates the interactive
            //      object
            StairsDown.Draw(mapConsole, this);

            //Draws the open chest
            ChestOpen.Draw(mapConsole, this);
            //Draws the closed chest and instantiates the interactive
            //      object
            ChestClosed.Draw(mapConsole, this);

            int i = 0;

            foreach (Monster monster in _monsters)
            {
                monster.Draw(mapConsole, this);
                if (IsInFov(monster.X, monster.Y))
                {
                    monster.DrawStats(statsConsole, i);
                    i++;
                }
            }
        }
コード例 #3
0
 void Start()
 {
     ChestClosed.SetActive(true);
     ChestOpen.SetActive(false);
 }