public override void Use() { EquipmentGUI w = GameObject.FindObjectOfType <EquipmentGUI>(); w.AddWeapon(this); // w.AddPrimary(this); }
public static void NewGame() { Objects = new List <GameObject> (); Map = new Tile[MAP_WIDTH, MAP_HEIGHT]; Log = new List <Message>(); abilityGUI = new AbilityGUI(); statusGUI = new StatusGUI(); equipmentGUI = new EquipmentGUI(5); inventoryGUI = new InventoryGUI(); Map = MapMaker.MakeTunnelMap(false); miniMap = new MiniMap(30, 20, Map); PlayerObject = new GameObject(StartPosition.x, StartPosition.y, "hero", 120, 200, (int)(0.05 * Game1.WIDTH - 124.21), (int)(0.61 * Game1.HEIGHT - 670)); PlayerObject.Player = new Player(10); PlayerObject.Player.Owner = PlayerObject; PlayerObject.Fighter = new Fighter(2, 5, 0, 0); PlayerObject.Fighter.Owner = PlayerObject; Objects.Add(PlayerObject); DeathScreen.OnStart(); Started = true; ToRemove = new List <GameObject>(); GoToPlaying(); //Console.Out.WriteLine(PlayerObject.x.ToString() + ";" + PlayerObject.y.ToString()); //Console.Out.WriteLine("Position : " + PlayerObject.Position.x.ToString() + ";" + PlayerObject.Position.y.ToString()); //Console.Out.WriteLine("InventoryWidth:" + InventoryWidth.ToString()); }
// Use this for initialization void Start() { GUI = EquipmentGUI.instance; if (SecondaryWeapon != null) { //GUI.AddSecondary(SecondaryWeapon.gameObject); SecondaryWeapon.gameObject.SetActive(false); } if (EquippedWeapon != null) { //GUI.AddPrimary(EquippedWeapon.gameObject); EquippedWeapon.gameObject.SetActive(true); } }
private void Awake() { instance = this; }
// Use this for initialization void Start() { m_Inventory = this.transform.Find("InventoryGUI").gameObject.GetComponent<InventoryGUI>(); m_LootWindow = this.transform.Find("LootWindowGUI").gameObject.GetComponent<LootWindowGUI>(); m_Backpack = this.transform.Find("BackpackGUI").gameObject.GetComponent<BackpackGUI>(); m_Equipment = this.transform.Find("EquipmentGUI").gameObject.GetComponent<EquipmentGUI>(); m_ItemDrag = this.transform.Find("ItemDragGUI").gameObject.GetComponent<ItemDragGUI>(); }