public override void Enter(AState from) { inventoryCanvas.gameObject.SetActive(true); missionPopup.gameObject.SetActive(false); charNameDisplay.text = ""; themeNameDisplay.text = ""; k_UILayer = LayerMask.NameToLayer("UI"); skyMeshFilter.gameObject.SetActive(true); UIGroundFilter.gameObject.SetActive(true); Shader.SetGlobalFloat("_BlinkingValue", 0.0f); if (MusicPlayer.instance.GetStem(0) != menuTheme) { MusicPlayer.instance.SetStem(0, menuTheme); StartCoroutine(MusicPlayer.instance.RestartAllStems()); } runButton.interactable = false; runButton.GetComponentInChildren <Text>().text = "Loading..."; if (m_PowerupToUse != Consumable.ConsumableType.NONE) { if (!PlayerData.instance.consumables.ContainsKey(m_PowerupToUse) || PlayerData.instance.consumables[m_PowerupToUse] == 0) { m_PowerupToUse = Consumable.ConsumableType.NONE; } } Refresh(); }
public void ChangeConsumable(int dir) { bool found = false; do { m_UsedPowerupIndex += dir; if (m_UsedPowerupIndex >= (int)Consumable.ConsumableType.MAX_COUNT) { m_UsedPowerupIndex = 0; } else if (m_UsedPowerupIndex < 0) { m_UsedPowerupIndex = (int)Consumable.ConsumableType.MAX_COUNT - 1; } int count = 0; if (PlayerData.instance.consumables.TryGetValue((Consumable.ConsumableType)m_UsedPowerupIndex, out count) && count > 0) { found = true; } } while (m_UsedPowerupIndex != 0 && !found); m_PowerupToUse = (Consumable.ConsumableType)m_UsedPowerupIndex; PopulatePowerup(); }
public override void Enter(AState from) { inventoryCanvas.gameObject.SetActive(true); // missionPopup.gameObject.SetActive(false); k_UILayer = LayerMask.NameToLayer("UI"); skyMeshFilter.gameObject.SetActive(true); UIGroundFilter.gameObject.SetActive(true); // Reseting the global blinking value. Can happen if the game unexpectedly exited while still blinking Shader.SetGlobalFloat("_BlinkingValue", 0.0f); if (MusicPlayer.instance.GetStem(0) != menuTheme) { MusicPlayer.instance.SetStem(0, menuTheme); StartCoroutine(MusicPlayer.instance.RestartAllStems()); } if (m_PowerupToUse != Consumable.ConsumableType.NONE) { //if we come back from a run and we don't have any more of the powerup we wanted to use, we reset the powerup to use to NONE if (!PlayerData.instance.consumables.ContainsKey(m_PowerupToUse) || PlayerData.instance.consumables[m_PowerupToUse] == 0) { m_PowerupToUse = Consumable.ConsumableType.NONE; } } Refresh(); }
public void Add(Consumable.ConsumableType type) { if (!consumables.ContainsKey(type)) { consumables[type] = 0; } consumables[type] += 1; }
public void Consume(Consumable.ConsumableType type) { if (!consumables.ContainsKey(type)) { return; } consumables[type] -= 1; if (consumables[type] == 0) { consumables.Remove(type); } }
public override void Enter(AState from) { LocalizationSettings.SelectedLocaleChanged += OnLocaleChanged; m_RunButtonText.AutoUpdate = true; m_RunButtonText.UpdateString.AddListener(SetRunButtonText); tutorialBlocker.SetActive(!PlayerData.instance.tutorialDone); tutorialPrompt.SetActive(false); inventoryCanvas.gameObject.SetActive(true); missionPopup.gameObject.SetActive(false); charNameDisplay.text = ""; themeNameDisplay.text = ""; k_UILayer = LayerMask.NameToLayer("UI"); skyMeshFilter.gameObject.SetActive(true); UIGroundFilter.gameObject.SetActive(true); // Reseting the global blinking value. Can happen if the game unexpectedly exited while still blinking Shader.SetGlobalFloat("_BlinkingValue", 0.0f); if (MusicPlayer.instance.GetStem(0) != menuTheme) { MusicPlayer.instance.SetStem(0, menuTheme); StartCoroutine(MusicPlayer.instance.RestartAllStems()); } runButton.interactable = false; m_RunButtonText.Key = "Loading..."; if (m_PowerupToUse != Consumable.ConsumableType.NONE) { //if we come back from a run and we don't have any more of the powerup we wanted to use, we reset the powerup to use to NONE if (!PlayerData.instance.consumables.ContainsKey(m_PowerupToUse) || PlayerData.instance.consumables[m_PowerupToUse] == 0) { m_PowerupToUse = Consumable.ConsumableType.NONE; } } Refresh(); }
public void UseConsumable(Consumable.ConsumableType consumableType, int value, float duration) { float health = currentHealth; float stamina = currentStamina; ConsumableEffect consumableEffect; switch (consumableType) { case Consumable.ConsumableType.Health: currentHealth += value; break; case Consumable.ConsumableType.HealthRegeneration: consumableEffect = gameObject.AddComponent <ConsumableEffect>(); consumableEffect.player = this; consumableEffect.type = consumableType; consumableEffect.value = value; consumableEffect.duration = duration; break; case Consumable.ConsumableType.Stamina: currentStamina += value; break; case Consumable.ConsumableType.StaminaRegeneration: consumableEffect = gameObject.AddComponent <ConsumableEffect>(); consumableEffect.player = this; consumableEffect.type = consumableType; consumableEffect.value = value; consumableEffect.duration = duration; break; } }
static public Consumable GetConsumbale(Consumable.ConsumableType type) { Consumable c; return(_consumablesDict.TryGetValue(type, out c) ? c : null); }
public void UnequipPowerup() { m_PowerupToUse = Consumable.ConsumableType.NONE; }