public StashViewController(IStashView view, Stash stash, CharacterManager characterManager) : base(view) { this.stash = stash; this.character = characterManager.Character; this.inventory = characterManager.Character.Entity.GetComponent <InventoryComponent>(); this.equipment = characterManager.Character.Entity.GetComponent <EquipmentComponent>(); }
public void SetupActiveAbility(ActiveAbility active, EquipmentComponent equipmentComponent) { switch (equipmentComponent) { case EquipmentComponent.Head: _playerMain._headActiveAbility = active; break; case EquipmentComponent.Torso: _playerMain._torsoActiveAbility = active; break; case EquipmentComponent.RightArm: _playerMain._rightArmActiveAbility = active; break; case EquipmentComponent.LeftArm: _playerMain._leftArmActiveAbility = active; break; case EquipmentComponent.Legs: _playerMain._legsActiveAbility = active; break; } OverrideActiveAbilityAnimations( active == null ? _playerMain._initial_activeAbilityAnimations : active._abilityAnimations, equipmentComponent); }
public override void Init(Entity entity, GameObject entityGO) { items = new ItemComponent[maxSpaces]; positionComponent = (PositionComponent)entity.GetEntityComponent(ComponentID.Position); equipment = (EquipmentComponent)entity.GetEntityComponent(ComponentID.Equipment); thisEntity = entity; }
public void OverrideEquipmentAnimations(AnimationClip[] overridedAnimations, EquipmentComponent equipmentComponent) { if (overridedAnimations.Length == 0) { return; } //RuntimeAnimatorController runtime = _initialRuntimeAnimatorController; //AnimatorOverrideController over = new AnimatorOverrideController(); //_overrideController.runtimeAnimatorController = runtime; string animName = string.Empty; switch (equipmentComponent) { case EquipmentComponent.LeftArm: animName = "PlayerLeftArm0"; break; case EquipmentComponent.RightArm: animName = "PlayerRightArm0"; break; } for (int i = 0; i < overridedAnimations.Length; i++) { _overrideController[animName + (i + 1)] = overridedAnimations[i]; } _animator.runtimeAnimatorController = _overrideController; }
private void LoadDependencies() { this.AC = Player.Character.GetComponent <AttributesComponent>(); this.EC = Player.Character.GetComponent <EquipmentComponent>(); this.PCC = Player.Character.GetComponent <PlayerControlComponent>(); this.SC = Player.Character.GetComponent <ScoreComponent>(); }
public void Construct(Character character) { this.character = character; this.inventory = character.Entity.GetComponent <InventoryComponent>(); this.equipment = character.Entity.GetComponent <EquipmentComponent>(); this.vendorPanel.Construct(); }
public DismantlingViewController(IDismantlingView view, IItemRepository itemRepository, CharacterManager characterManager) : base(view) { this.itemRepository = itemRepository; this.character = characterManager.Character; this.inventory = characterManager.Character.Entity.GetComponent <InventoryComponent>(); this.equipment = characterManager.Character.Entity.GetComponent <EquipmentComponent>(); }
public void Construct(Character character, Currency price) { this.character = character; this.inventory = character.Entity.GetComponent <InventoryComponent>(); this.equipment = character.Entity.GetComponent <EquipmentComponent>(); this.priceIcon.sprite = Resources.Load <Sprite>(price.Icon); this.priceText.text = price.Amount.ToString(); }
public override void Prepare(Item item, EquipmentSlot slot, EquipmentComponent equipment) { base.Prepare(item, slot, equipment); foreach (var s in equipment.Slots.Where(s => s.Item.IsTwoHandedWeapon)) { equipment.Unequip(s.Item); } }
void Awake() { _equipment = GetComponent<EquipmentComponent>(); _movement = GetComponent<MovementComponent>(); _health = GetComponent<HealthComponent>(); _skelAnim = GetComponent<SkeletonAnimation>(); _health.armorValue = _equipment.GetArmor(); }
public void RemoveEquipmentComponent(EquipmentComponent model) { var ec = _context.EquipmentComponents.FirstOrDefault(c => c.ComponentName == model.ComponentName); if (ec != null) { _context.EquipmentComponents.Remove(ec); } }
public VendorViewController(IVendorView view, IItemRepository itemRepository, CharacterManager characterManager) : base(view) { this.itemRepository = itemRepository; this.character = characterManager.Character; this.inventory = characterManager.Character.Entity.GetComponent <InventoryComponent>(); this.equipment = characterManager.Character.Entity.GetComponent <EquipmentComponent>(); this.currencies = characterManager.Character.Entity.GetComponent <CurrenciesComponent>(); this.assortment = RandomizeVendorAssortment(); }
/// <summary> /// Creates this system. /// </summary> /// <param name="game"></param> public WeaponSystem(DungeonCrawlerGame game) { _game = game; //To simplfy some things, I'm keeping a reference to components I often use. _collisionComponent = _game.CollisionComponent; _equipmentComponent = _game.EquipmentComponent; _playerInfoComponent = _game.PlayerInfoComponent; _weaponComponent = _game.WeaponComponent; _weaponSpriteComponent = _game.WeaponSpriteComponent; _positionComponent = _game.PositionComponent; }
public InventoryWindow(InventoryWindowTemplate template) : base(null, template) { Contract.Requires <ArgumentNullException>(template != null, "template"); Contract.Requires <ArgumentNullException>(template.Items != null, "template.Items"); Contract.Requires <ArgumentNullException>(template.World != null, "player"); _inventory = template.World.Player.Get <ItemContainerComponent>(); _equipment = template.World.Player.Get <EquipmentComponent>(); _player = template.World.Player; _bodyPartWidth = _equipment.Slots.Max(s => s.Length) + 5; // todo replace to code _sizeList = new Rectangle(new Point(1, 1), new Size(Size.Width - 2, Size.Height)); }
private void Start() { this.equipment = GetComponentInParent <EquipmentComponent>(); if (this.equipment == null) { return; } this.equipment.ItemEquipped += OnItemEquipped; this.equipment.ItemUnequipped += OnItemUnequipped; this.equipment.Terminated += OnTerminated; UpdateFlags(); }
public WindowInventory(int x, int y, int w, int h, string title, EBorderStyle borderStyle, Entity player, HUD parent) : base(x, y, w, h, title, borderStyle, player, parent) { itemInfoWindow = new WindowItemInfo(0, 0, 30, 12, "[details]", EBorderStyle.ALL, player, parent); parent.windows.Add(itemInfoWindow); // cache the players inventory: NOTE: this needs to be updated if teh player is destroyed so that the component can be GC'd inventory = player.Get <InvComponent>(); equipment = player.Get <EquipmentComponent>(); equipSection.starty = 4; equipSection.endy = 24; invSection.starty = 25; invSection.endy = h; }
public virtual void Prepare(Item item, EquipmentSlot slot, EquipmentComponent equipment) { if (!item.IsUniqueEquipped) { return; } var sameEquippedItem = equipment.Slots.FirstOrDefault(s => s.Item.Id == item.Id)?.Item; if (sameEquippedItem == null) { return; } equipment.Unequip(sameEquippedItem); }
public override void Init(Entity entity, GameObject entityGO) { thisEntity = entity; EntityComponent comp = entity.GetEntityComponent(ComponentID.Equipment); if (comp != null) { equipment = (EquipmentComponent)comp; } if (thisEntity.isPlayer == true) { OnHPChanged += UI_Manager.instance.HandlePlayerHealthUI; UI_Manager.instance.HandlePlayerHealthUI(curHP, maxHP); } else { OnHPChanged += UI_Manager.instance.HandleEnemyHealthUI; UI_Manager.instance.HandleEnemyHealthUI(curHP, maxHP); } }
public void OverrideActiveAbilityAnimations(AnimationClip overridedAnimation, EquipmentComponent equipmentComponent) { if (overridedAnimation == null) { return; } //RuntimeAnimatorController runtime = _initialRuntimeAnimatorController; //AnimatorOverrideController over = new AnimatorOverrideController(); //_overrideController.runtimeAnimatorController = runtime; string animName = string.Empty; switch (equipmentComponent) { case EquipmentComponent.Head: animName = "HeadActiveAbility"; break; case EquipmentComponent.Torso: animName = "TorsoActiveAbility"; break; case EquipmentComponent.RightArm: animName = "RightArmActiveAbility"; break; case EquipmentComponent.LeftArm: animName = "LeftArmActiveAbility"; break; case EquipmentComponent.Legs: animName = "LegsActiveAbility"; break; } _overrideController[animName] = overridedAnimation; _animator.runtimeAnimatorController = _overrideController; }
private void InstanceTreeList(BaseEquipment baseEquipment) { float buttonWidth = treeObjectWidth / 9; //Debug.Log(buttonWidth); float height = buttonWidth * 6; contentTreeObject.GetComponent <RectTransform>().sizeDelta = new Vector2(0, height); GameObject ga = Instantiate(instacneTreeObject) as GameObject; ga.transform.SetParent(contentTreeObject.transform); ga.GetComponent <Image>().sprite = baseEquipment.equipmentIcor; ga.GetComponent <RectTransform>().sizeDelta = new Vector2(-(treeObjectWidth - buttonWidth), buttonWidth); ga.GetComponent <RectTransform>().localPosition = new Vector3(treeObjectWidth / 2, -buttonWidth); if (baseEquipment.equipmentType == EqunipmentType.SMALL) { return; } EquipmentComponent comp = (EquipmentComponent)baseEquipment; if (comp.equipmentCompmenTList.Count > 0) { } }
/// <summary> /// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// </summary> protected override void Initialize() { AggregateFactory = new AggregateFactory(this); WeaponFactory = new WeaponFactory(this); DoorFactory = new DoorFactory(this); RoomFactory = new RoomFactory(this); CollectableFactory = new CollectibleFactory(this); WallFactory = new WallFactory(this); EnemyFactory = new EnemyFactory(this); SkillEntityFactory = new SkillEntityFactory(this); NPCFactory = new NPCFactory(this); // Initialize Components PlayerComponent = new PlayerComponent(); LocalComponent = new LocalComponent(); RemoteComponent = new RemoteComponent(); PositionComponent = new PositionComponent(); MovementComponent = new MovementComponent(); MovementSpriteComponent = new MovementSpriteComponent(); SpriteComponent = new SpriteComponent(); DoorComponent = new DoorComponent(); RoomComponent = new RoomComponent(); HUDSpriteComponent = new HUDSpriteComponent(); HUDComponent = new HUDComponent(); InventoryComponent = new InventoryComponent(); InventorySpriteComponent = new InventorySpriteComponent(); ContinueNewGameScreen = new ContinueNewGameScreen(graphics, this); EquipmentComponent = new EquipmentComponent(); WeaponComponent = new WeaponComponent(); BulletComponent = new BulletComponent(); PlayerInfoComponent = new PlayerInfoComponent(); WeaponSpriteComponent = new WeaponSpriteComponent(); StatsComponent = new StatsComponent(); EnemyAIComponent = new EnemyAIComponent(); NpcAIComponent = new NpcAIComponent(); CollectibleComponent = new CollectibleComponent(); CollisionComponent = new CollisionComponent(); TriggerComponent = new TriggerComponent(); EnemyComponent = new EnemyComponent(); NPCComponent = new NPCComponent(); //QuestComponent = new QuestComponent(); LevelManager = new LevelManager(this); SpriteAnimationComponent = new SpriteAnimationComponent(); SkillProjectileComponent = new SkillProjectileComponent(); SkillAoEComponent = new SkillAoEComponent(); SkillDeployableComponent = new SkillDeployableComponent(); SoundComponent = new SoundComponent(); ActorTextComponent = new ActorTextComponent(); TurretComponent = new TurretComponent(); TrapComponent = new TrapComponent(); ExplodingDroidComponent = new ExplodingDroidComponent(); HealingStationComponent = new HealingStationComponent(); PortableShieldComponent = new PortableShieldComponent(); PortableStoreComponent = new PortableStoreComponent(); ActiveSkillComponent = new ActiveSkillComponent(); PlayerSkillInfoComponent = new PlayerSkillInfoComponent(); Quests = new List<Quest>(); #region Initialize Effect Components AgroDropComponent = new AgroDropComponent(); AgroGainComponent = new AgroGainComponent(); BuffComponent = new BuffComponent(); ChanceToSucceedComponent = new ChanceToSucceedComponent(); ChangeVisibilityComponent = new ChangeVisibilityComponent(); CoolDownComponent = new CoolDownComponent(); DamageOverTimeComponent = new DamageOverTimeComponent(); DirectDamageComponent = new DirectDamageComponent(); DirectHealComponent = new DirectHealComponent(); FearComponent = new FearComponent(); HealOverTimeComponent = new HealOverTimeComponent(); InstantEffectComponent = new InstantEffectComponent(); KnockBackComponent = new KnockBackComponent(); TargetedKnockBackComponent = new TargetedKnockBackComponent(); ReduceAgroRangeComponent = new ReduceAgroRangeComponent(); ResurrectComponent = new ResurrectComponent(); StunComponent = new StunComponent(); TimedEffectComponent = new TimedEffectComponent(); EnslaveComponent = new EnslaveComponent(); CloakComponent = new CloakComponent(); #endregion base.Initialize(); }
/// <summary> /// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// </summary> protected override void Initialize() { AggregateFactory = new AggregateFactory(this); WeaponFactory = new WeaponFactory(this); DoorFactory = new DoorFactory(this); RoomFactory = new RoomFactory(this); CollectableFactory = new CollectibleFactory(this); WallFactory = new WallFactory(this); EnemyFactory = new EnemyFactory(this); // Initialize Components PlayerComponent = new PlayerComponent(); LocalComponent = new LocalComponent(); RemoteComponent = new RemoteComponent(); PositionComponent = new PositionComponent(); MovementComponent = new MovementComponent(); MovementSpriteComponent = new MovementSpriteComponent(); SpriteComponent = new SpriteComponent(); DoorComponent = new DoorComponent(); RoomComponent = new RoomComponent(); HUDSpriteComponent = new HUDSpriteComponent(); HUDComponent = new HUDComponent(); InventoryComponent = new InventoryComponent(); InventorySpriteComponent = new InventorySpriteComponent(); ContinueNewGameScreen = new ContinueNewGameScreen(graphics, this); EquipmentComponent = new EquipmentComponent(); WeaponComponent = new WeaponComponent(); BulletComponent = new BulletComponent(); PlayerInfoComponent = new PlayerInfoComponent(); WeaponSpriteComponent = new WeaponSpriteComponent(); StatsComponent = new StatsComponent(); EnemyAIComponent = new EnemyAIComponent(); CollectibleComponent = new CollectibleComponent(); CollisionComponent = new CollisionComponent(); TriggerComponent = new TriggerComponent(); EnemyComponent = new EnemyComponent(); QuestComponent = new QuestComponent(); LevelManager = new LevelManager(this); SpriteAnimationComponent = new SpriteAnimationComponent(); SkillProjectileComponent = new SkillProjectileComponent(); SkillAoEComponent = new SkillAoEComponent(); SkillDeployableComponent = new SkillDeployableComponent(); //TurretComponent = new TurretComponent(); //TrapComponent = new TrapComponent(); //PortableShopComponent = new PortableShopComponent(); //PortableShieldComponent = new PortableShieldComponent(); //MotivateComponent = new MotivateComponent(); //FallbackComponent = new FallbackComponent(); //ChargeComponent = new ChargeComponent(); //HealingStationComponent = new HealingStationComponent(); //ExplodingDroidComponent = new ExplodingDroidComponent(); base.Initialize(); }