コード例 #1
0
 void drawHealth()
 {
     if (GameStateMachine.currentGameState == GameStateMachine.State.playerTurn)
     {
         if (PlayerDatabase.getSelected() != null)
         {
             if (Vector3.Distance(PlayerDatabase.getSelected().transform.position, this.transform.position) < 9)
             {
                 int   currHP    = this.GetComponent <PlayerStats> ().currHP;
                 int   maxHP     = this.GetComponent <PlayerStats> ().maxHP;
                 float hpPercent = ((float)currHP / (float)maxHP) * 15.0f;
                 Rect  hpRect    = new Rect(targetPos.x - (Camera.main.pixelWidth * 0.039f), Camera.main.pixelHeight - targetPos.y - Camera.main.pixelHeight * 0.07f, hpPercent * 5 * Camera.main.pixelWidth * 0.001f, Camera.main.pixelHeight * 0.012f);
                 Rect  backRect  = new Rect(targetPos.x - (Camera.main.pixelWidth * 0.039f), Camera.main.pixelHeight - targetPos.y - Camera.main.pixelHeight * 0.07f, 15 * 5 * Camera.main.pixelWidth * 0.001f, Camera.main.pixelHeight * 0.012f);
                 GUI.DrawTexture(backRect, Resources.Load <Texture2D> ("BackBar"));
                 GUI.DrawTexture(hpRect, Resources.Load <Texture2D> ("HpBarRed"));
             }
         }
     }
     else if (GameStateMachine.currentGameState == GameStateMachine.State.enemyTurn)
     {
         if (EnemyDatabase.getSelected() != null)
         {
             if (Vector3.Distance(EnemyDatabase.getSelected().transform.position, this.transform.position) < 9)
             {
                 int   currHP    = this.GetComponent <PlayerStats> ().currHP;
                 int   maxHP     = this.GetComponent <PlayerStats> ().maxHP;
                 float hpPercent = ((float)currHP / (float)maxHP) * 15.0f;
                 Rect  hpRect    = new Rect(targetPos.x - (Camera.main.pixelWidth * 0.039f), Camera.main.pixelHeight - targetPos.y - Camera.main.pixelHeight * 0.07f, hpPercent * 5 * Camera.main.pixelWidth * 0.001f, Camera.main.pixelHeight * 0.012f);
                 Rect  backRect  = new Rect(targetPos.x - (Camera.main.pixelWidth * 0.039f), Camera.main.pixelHeight - targetPos.y - Camera.main.pixelHeight * 0.07f, 15 * 5 * Camera.main.pixelWidth * 0.001f, Camera.main.pixelHeight * 0.012f);
                 GUI.DrawTexture(backRect, Resources.Load <Texture2D> ("BackBar"));
                 GUI.DrawTexture(hpRect, Resources.Load <Texture2D> ("HpBarRed"));
             }
         }
     }
 }
コード例 #2
0
ファイル: UIDraw.cs プロジェクト: JamesLumley/DuskDays
    void toolTipDraw()
    {
        Inventory inventory = null;

        if (GameStateMachine.currentGameMode == GameStateMachine.GameMode.singlePlayer)
        {
            if (GameStateMachine.currentGameState == GameStateMachine.State.playerTurn)
            {
                inventory = PlayerDatabase.getSelected().GetComponent <Inventory>();
            }
            else if (GameStateMachine.currentGameState == GameStateMachine.State.enemyTurn)
            {
                if (EnemyDatabase.getSelected() != null)
                {
                    inventory = EnemyDatabase.getSelected().GetComponent <Inventory>();
                }
            }
        }
        if (GameStateMachine.currentGameMode == GameStateMachine.GameMode.multiPlayer)
        {
            if (GameStateMachine.currentMPGameState == GameStateMachine.MPState.player1Turn)
            {
                inventory = PlayerDatabase.getPlayer1Selected().GetComponent <Inventory>();
            }
            else if (GameStateMachine.currentMPGameState == GameStateMachine.MPState.player2Turn)
            {
                inventory = PlayerDatabase.getPlayer2Selected().GetComponent <Inventory>();
            }
        }

        for (int i = 0; i < 5; i++)
        {
            Rect slotRect = new Rect(Screen.width * 0.8625f, i * Screen.height * 0.080f + Screen.height * 0.022f, Screen.width * 0.125f, Screen.height * 0.078f);

            if (slotRect.Contains(Event.current.mousePosition) && inventory.inventory[i].itemDesc != null)
            {
                GUI.depth             = 1;
                GUI.skin.box.fontSize = (int)(Screen.width * 0.012); //sets font size to be based off resolution
                Item item = inventory.slots[i];
                if (item.currDurability > 0)                         //checks to see if it is a weapon or not
                {
                    //Draws a box based off mouse position
                    GUI.Box(new Rect(Event.current.mousePosition.x - Screen.width * 0.15f, Event.current.mousePosition.y,
                                     Screen.width * 0.15f, Screen.height * 0.133f),
                            item.itemDesc + "\n Attack + " + item.attackMod + "\n Magic + " + item.magicAttackMod + "\n Heal + " + item.healMod);
                }
                else
                {
                    GUI.Box(new Rect(Event.current.mousePosition.x - Screen.width * 0.15f, Event.current.mousePosition.y, Screen.width * 0.15f, Screen.height * 0.133f),
                            item.itemDesc);
                }
            }
        }
    }
コード例 #3
0
 void Update()
 {
     //Single Player
     if (GameStateMachine.currentGameMode == GameStateMachine.GameMode.singlePlayer)
     {
         if (GameStateMachine.currentGameState == GameStateMachine.State.playerTurn)
         {
             currentSelected = PlayerDatabase.getSelected();
             GetComponent <Camera>().rect = new Rect(0.0f, 0.0f, 0.85f, 1.0f);                 //Camera rectangle needs to be smaller to show UI
         }
         else if (GameStateMachine.currentGameState == GameStateMachine.State.enemyTurn)
         {
             currentSelected = EnemyDatabase.getSelected();
             GetComponent <Camera>().rect = new Rect(0.0f, 0.0f, 0.85f, 1.0f);                 //Camera rectangle needs to be smaller to show UI
         }
         else if (GameStateMachine.currentGameState == GameStateMachine.State.paused ||
                  GameStateMachine.currentGameState == GameStateMachine.State.statScreen ||
                  GameStateMachine.currentGameState == GameStateMachine.State.gameOver)
         {
             GetComponent <Camera>().rect = new Rect(0.0f, 0.0f, 1.0f, 1.0f);                 //UI is not drawn in these states so camera can be full screen
         }
         if (currentSelected != null)
         {
             this.transform.position = Vector3.Lerp(this.transform.position, currentSelected.transform.position + cameraOffset, 0.15f);                 //For smooth camera movement
         }
     }
     //Multi Player
     else if (GameStateMachine.currentGameMode == GameStateMachine.GameMode.multiPlayer)
     {
         if (GameStateMachine.currentMPGameState == GameStateMachine.MPState.player1Turn)
         {
             currentSelected = PlayerDatabase.getPlayer1Selected();
             GetComponent <Camera>().rect = new Rect(0.0f, 0.0f, 0.85f, 1.0f);                //Camera rectangle needs to be smaller to show UI
         }
         else if (GameStateMachine.currentMPGameState == GameStateMachine.MPState.player2Turn)
         {
             currentSelected = PlayerDatabase.getPlayer2Selected();
             GetComponent <Camera>().rect = new Rect(0.0f, 0.0f, 0.85f, 1.0f);                //Camera rectangle needs to be smaller to show UI
         }
         else if (GameStateMachine.currentMPGameState == GameStateMachine.MPState.paused || GameStateMachine.currentMPGameState == GameStateMachine.MPState.statScreen)
         {
             GetComponent <Camera>().rect = new Rect(0.0f, 0.0f, 1.0f, 1.0f);                 //UI is not drawn in these states so camera can be full screen
         }
         this.transform.position = currentSelected.transform.position + cameraOffset;
     }
 }
コード例 #4
0
ファイル: UIDraw.cs プロジェクト: JamesLumley/DuskDays
    void drawSelectedHealth()
    {
        int maxHP  = 0;
        int currHP = 0;

        if (GameStateMachine.currentGameMode == GameStateMachine.GameMode.singlePlayer)
        {
            if (GameStateMachine.currentGameState == GameStateMachine.State.playerTurn)
            {
                currHP = PlayerDatabase.getSelected().GetComponent <PlayerStats>().currHP;
                maxHP  = PlayerDatabase.getSelected().GetComponent <PlayerStats>().maxHP;
            }
            else if (GameStateMachine.currentGameState == GameStateMachine.State.enemyTurn)
            {
                if (EnemyDatabase.getSelected() != null)
                {
                    currHP = EnemyDatabase.getSelected().GetComponent <PlayerStats>().currHP;
                    maxHP  = EnemyDatabase.getSelected().GetComponent <PlayerStats>().maxHP;
                }
            }
        }
        else if (GameStateMachine.currentGameMode == GameStateMachine.GameMode.multiPlayer)
        {
            if (GameStateMachine.currentMPGameState == GameStateMachine.MPState.player1Turn)
            {
                currHP = PlayerDatabase.getPlayer1Selected().GetComponent <PlayerStats>().currHP;
                maxHP  = PlayerDatabase.getPlayer1Selected().GetComponent <PlayerStats>().maxHP;
            }
            else if (GameStateMachine.currentMPGameState == GameStateMachine.MPState.player2Turn)
            {
                currHP = PlayerDatabase.getPlayer2Selected().GetComponent <PlayerStats>().currHP;
                maxHP  = PlayerDatabase.getPlayer2Selected().GetComponent <PlayerStats>().maxHP;
            }
        }

        if (EnemyDatabase.getSelected() != null || GameStateMachine.currentGameState != GameStateMachine.State.enemyTurn || GameStateMachine.currentGameMode == GameStateMachine.GameMode.multiPlayer)
        {
            float hpPercent = ((float)currHP / (float)maxHP) * 15.0f;
            Rect  hpRect    = new Rect(((float)(Screen.width - Screen.width * 0.13f)), Screen.height - Screen.height * 0.305f, hpPercent * 7.3f * Screen.width * 0.001f, Screen.height * 0.024f);
            Rect  backRect  = new Rect(((float)(Screen.width - Screen.width * 0.13f)), Screen.height - Screen.height * 0.305f, 15 * 7.3f * Screen.width * 0.001f, Screen.height * 0.024f);
            GUI.DrawTexture(backRect, Resources.Load <Texture2D>("BackBar"));
            GUI.DrawTexture(hpRect, Resources.Load <Texture2D>("HpBar"));
        }
    }
コード例 #5
0
ファイル: UIDraw.cs プロジェクト: JamesLumley/DuskDays
    void drawSelectedStamina()
    {
        float currStamina = 0;
        float maxStamina  = 0;

        if (GameStateMachine.currentGameMode == GameStateMachine.GameMode.singlePlayer)
        {
            if (GameStateMachine.currentGameState == GameStateMachine.State.playerTurn)
            {
                currStamina = PlayerDatabase.getSelected().GetComponent <PlayerStats>().currStamina;
                maxStamina  = PlayerDatabase.getSelected().GetComponent <PlayerStats>().maxStamina;
            }
            else if (GameStateMachine.currentGameState == GameStateMachine.State.enemyTurn)
            {
                if (EnemyDatabase.getSelected() != null)
                {
                    currStamina = EnemyDatabase.getSelected().GetComponent <PlayerStats>().currStamina;
                    maxStamina  = EnemyDatabase.getSelected().GetComponent <PlayerStats>().maxStamina;
                }
            }
        }
        else if (GameStateMachine.currentGameMode == GameStateMachine.GameMode.multiPlayer)
        {
            if (GameStateMachine.currentMPGameState == GameStateMachine.MPState.player1Turn)
            {
                currStamina = PlayerDatabase.getPlayer1Selected().GetComponent <PlayerStats>().currStamina;
                maxStamina  = PlayerDatabase.getPlayer1Selected().GetComponent <PlayerStats>().maxStamina;
            }
            else if (GameStateMachine.currentMPGameState == GameStateMachine.MPState.player2Turn)
            {
                currStamina = PlayerDatabase.getPlayer2Selected().GetComponent <PlayerStats>().currStamina;
                maxStamina  = PlayerDatabase.getPlayer2Selected().GetComponent <PlayerStats>().maxStamina;
            }
        }
        if (EnemyDatabase.getSelected() != null || GameStateMachine.currentGameState != GameStateMachine.State.enemyTurn || GameStateMachine.currentGameMode == GameStateMachine.GameMode.multiPlayer)
        {
            float staminaPercent = ((float)currStamina / (float)maxStamina) * 15.0f;
            Rect  staminaRect    = new Rect(((float)(Screen.width - Screen.width * 0.13f)), Screen.height - Screen.height * 0.275f, staminaPercent * 7.3f * Screen.width * 0.001f, Screen.height * 0.024f);
            Rect  backRect       = new Rect(((float)(Screen.width - Screen.width * 0.13f)), Screen.height - Screen.height * 0.275f, 15 * 7.3f * Screen.width * 0.001f, Screen.height * 0.024f);
            GUI.DrawTexture(backRect, Resources.Load <Texture2D>("BackBar"));
            GUI.DrawTexture(staminaRect, Resources.Load <Texture2D>("StaminaBar"));
        }
    }
コード例 #6
0
ファイル: UIDraw.cs プロジェクト: JamesLumley/DuskDays
    void StatDrawSingle()
    {
        GUI.skin = skin;
        PlayerStats stats = null;

        //	GameObject Player= null;

        if (GameStateMachine.currentGameState == GameStateMachine.State.playerTurn)
        {
            //	Player = PlayerDatabase.getSelected();
            if (PlayerDatabase.getSelected() != null)
            {
                stats = PlayerDatabase.getSelected().GetComponent <PlayerStats>();
            }
        }
        else if (GameStateMachine.currentGameState == GameStateMachine.State.enemyTurn)
        {
            //	Player = EnemyDatabase.getSelected();
            if (EnemyDatabase.getSelected() != null)
            {
                stats = EnemyDatabase.getSelected().GetComponent <PlayerStats>();
            }
        }
        if (stats != null)
        {
            Rect statRect = new Rect(Screen.width * 0.8625f, Screen.height * 0.43f, Screen.width * 0.125f, Screen.height * 0.25f);
            GUI.skin.GetStyle("StatDraw").fontSize = (int)(Screen.width * 0.009f);
            GUI.Box(statRect, "Job: " + stats.job + "\nHP: " + stats.currHP + "/" + stats.maxHP + "     Stamina: " + (int)stats.currStamina + "/" + stats.maxStamina
                    + "\nAttack: " + stats.attack + "     Mag. Atk: " + stats.magicAttack + "\nDefence: " + stats.defense + "     Mag. Def: " + stats.MagicDefense
                    + "\nSTR: " + stats.str + "   DEX: " + stats.dex + "   VIT: " + stats.vit + "\nINT: " + stats.intelligence + "   MND: " + stats.mnd + "   SPD: " + stats.spd
                    + "\n\nLevel: " + stats.level + "\nExperience: " + stats.experience + "/100", skin.GetStyle("StatDraw"));
        }
        drawSelectedHealth();
        drawSelectedStamina();
        enemiesLeft();
    }
コード例 #7
0
ファイル: UIDraw.cs プロジェクト: JamesLumley/DuskDays
    void InventoryDraw()
    {
        Inventory inventory = null;

        if (GameStateMachine.currentGameMode == GameStateMachine.GameMode.singlePlayer)
        {
            if (GameStateMachine.currentGameState == GameStateMachine.State.playerTurn)
            {
                inventory = PlayerDatabase.getSelected().GetComponent <Inventory>();
            }
            else if (GameStateMachine.currentGameState == GameStateMachine.State.enemyTurn)
            {
                if (EnemyDatabase.getSelected() != null)
                {
                    inventory = EnemyDatabase.getSelected().GetComponent <Inventory>();
                }
            }
        }
        if (GameStateMachine.currentGameMode == GameStateMachine.GameMode.multiPlayer)
        {
            if (GameStateMachine.currentMPGameState == GameStateMachine.MPState.player1Turn)
            {
                inventory = PlayerDatabase.getPlayer1Selected().GetComponent <Inventory>();
            }
            else if (GameStateMachine.currentMPGameState == GameStateMachine.MPState.player2Turn)
            {
                inventory = PlayerDatabase.getPlayer2Selected().GetComponent <Inventory>();
            }
        }

        if (inventory != null)
        {
            int a = 0;
            for (int i = 0; i < 5; i++)
            {
                if (inventory.inventory[i].currDurability == 0)
                {
                    inventory.inventory[i] = new Item();
                }
                //rect (x pos, y pos, x size, y size)

                Rect slotRect      = new Rect(Screen.width * 0.8625f, i * Screen.height * 0.080f + Screen.height * 0.022f, Screen.width * 0.125f, Screen.height * 0.078f);
                Rect highLightRect = new Rect(Screen.width * 0.8615f, i * Screen.height * 0.080f + Screen.height * 0.0205f, Screen.width * 0.127f, Screen.height * 0.082f);
                Rect iconRect      = new Rect(Screen.width * 0.868f, i * Screen.height * 0.080f + Screen.height * 0.033f, Screen.width * 0.028f, Screen.width * 0.028f);
                Rect duraRect      = new Rect(Screen.width * 0.92f, i * Screen.height * 0.080f + Screen.height * 0.065f, Screen.width * 0.125f, Screen.height * 0.078f);
                Rect TextRect      = new Rect(Screen.width * 0.9f, i * Screen.height * 0.080f + Screen.height * 0.038f, 160, 50);
                Rect equippedRect  = new Rect(Screen.width * 0.9f, i * Screen.height * 0.080f + Screen.height * 0.060f, Screen.width * 0.125f, Screen.height * 0.078f);
                GUI.skin.label.normal.textColor = Color.black;
                GUI.skin.label.fontSize         = (int)(Screen.width * 0.013);

                if (GameStateMachine.currentGameMode == GameStateMachine.GameMode.singlePlayer || GameStateMachine.currentGameMode == GameStateMachine.GameMode.multiPlayer)
                {
                    if (GameStateMachine.currentGameState == GameStateMachine.State.playerTurn ||
                        GameStateMachine.currentMPGameState == GameStateMachine.MPState.player1Turn ||
                        GameStateMachine.currentMPGameState == GameStateMachine.MPState.player2Turn)
                    {
                        if (i == inventory.highlightedItem)
                        {
                            GUI.DrawTexture(highLightRect, Resources.Load <Texture2D>("SelectionBack"));
                        }
                    }
                }
                GUI.Box(slotRect, "", skin.GetStyle("Slot"));
                GUI.Label(TextRect, inventory.inventory[i].itemName);

                inventory.slots [a] = inventory.inventory [a];
                if (inventory.slots [i].itemIcon != null)
                {
                    GUI.DrawTexture(iconRect, inventory.inventory [i].itemIcon);
                    if (GameStateMachine.currentGameMode == GameStateMachine.GameMode.singlePlayer)
                    {
                        if (GameStateMachine.currentGameState == GameStateMachine.State.playerTurn)
                        {
                            if (slotRect.Contains(Event.current.mousePosition))
                            {
                                inventory.highlightedItem = i;
                                if (Event.current.button == 0 && Event.current.type == EventType.mouseDrag && !draggingItem)
                                {
                                    draggingItem             = true;
                                    inventory.isBeingDragged = true;
                                    prevIndex              = i;
                                    draggedItem            = inventory.slots[i];
                                    inventory.inventory[i] = new Item();
                                }
                                if (Event.current.type == EventType.mouseUp && draggingItem)
                                {
                                    if (prevIndex == inventory.equippedIndex)
                                    {
                                        inventory.equippedIndex = i;
                                    }
                                    inventory.inventory[prevIndex] = inventory.inventory[i];
                                    inventory.inventory [i]        = draggedItem;
                                    inventory.isBeingDragged       = false;
                                    draggingItem = false;
                                    draggedItem  = null;
                                }
                                if (Event.current.button == 1 && Event.current.type == EventType.mouseUp)
                                {
                                    if (inventory.inventory[i].itemType == Item.ItemType.Weapon)
                                    {
                                        inventory.equippedIndex = i;
                                    }
                                    else if (inventory.inventory[i].itemType == Item.ItemType.Consumable)
                                    {
                                        inventory.UseItem(inventory.inventory[i].itemID);
                                        inventory.inventory[i] = new Item();
                                    }
                                }
                            }
                            else if (Event.current.type == EventType.mouseUp && draggingItem && i == 4)
                            {
                                inventory.inventory[prevIndex] = draggedItem;
                                inventory.isBeingDragged       = false;
                                draggingItem = false;
                                draggedItem  = null;
                            }
                        }
                    }
                }
                else
                {
                    if (slotRect.Contains(Event.current.mousePosition))
                    {
                        if (Event.current.type == EventType.mouseUp && draggingItem)
                        {
                            if (prevIndex == inventory.equippedIndex)
                            {
                                inventory.equippedIndex = i;
                            }
                            inventory.inventory [i]  = draggedItem;
                            inventory.isBeingDragged = false;
                            draggingItem             = false;
                            draggedItem = null;
                        }
                    }
                    else if (Event.current.type == EventType.mouseUp && draggingItem && i == 4)
                    {
                        inventory.inventory[prevIndex] = draggedItem;
                        inventory.isBeingDragged       = false;
                        draggingItem = false;
                        draggedItem  = null;
                    }
                }
                GUI.skin.label.normal.textColor = Color.white;
                GUI.skin.label.fontSize         = (int)(Screen.width * 0.009);

                if (inventory.inventory [i].maxDurability != -1)
                {
                    GUI.Label(duraRect, inventory.inventory [i].currDurability.ToString() + "/" + inventory.inventory [i].maxDurability.ToString());

                    if (inventory.inventory[i] == inventory.currentEquipped)
                    {
                        GUI.skin.label.fontSize = (int)(Screen.width * 0.012);
                        GUI.Label(equippedRect, "E");
                    }
                }

                a++;
            }
        }
    }