コード例 #1
0
ファイル: Hud.cs プロジェクト: bigstupidx/SoulAvenger
    public void inventory()
    {
        if (inventoryVisible)
        {
            HudInventory h = this.gameObject.GetComponent <HudInventory>();

            h.guiInventory();
        }
    }
コード例 #2
0
    public override void TUpdate()
    {
        base.TUpdate();

        if (runningTutorial)
        {
            lastTime    = currentTime;
            currentTime = Time.realtimeSinceStartup;
            deltaTime   = currentTime - lastTime;
            deltaTime   = Mathf.Min(deltaTime, Time.maximumDeltaTime);

            switch (currentState)
            {
            case STATE.WAITING_TO_OPEN_INVENTORY:
            {
                if (Hud.getHud() && Hud.getHud().inventoryVisible)
                {
                    //HudInventory hudInventory = Hud.getHud().getInventory();
                    Game.game.currentWindowTab = Game.TabInventory.EQUIP;
                    currentState = STATE.WAITING_TO_SELECT_EQUIP;
                }
            }
            break;

            case STATE.WAITING_TO_SELECT_EQUIP:
            {
                if (Hud.getHud() && Hud.getHud().inventoryVisible)
                {
                    HudInventory hudInventory = Hud.getHud().getInventory();
                    if (hudInventory.pageEquip.itemSelect)
                    {
                        currentState = STATE.WAITING_TO_USE_EQUIP_BUTTON;
                    }
                }
            }
            break;

            case STATE.WAITING_TO_CLOSE_INVENTORY:
            {
                if (Hud.getHud() && !Hud.getHud().inventoryVisible)
                {
                    currentState    = STATE.NONE;
                    completed       = true;
                    runningTutorial = false;
                }
            }
            break;

            default:
                break;
            }
        }
    }
コード例 #3
0
ファイル: Hud.cs プロジェクト: bigstupidx/SoulAvenger
    void Update()
    {
        if (!Input.GetKeyDown(KeyCode.Escape))
        {
            return;
        }

        if (!hudEnabled)
        {
            return;
        }

        if (Game.game.tapjoyPromotionWindow != null)
        {
            return;
        }

        if (Game.game.currentDialog != null)
        {
            return;
        }

        Game.GameStates currentState = Game.game.currentState;

        if (currentState == Game.GameStates.InTutorial ||
            (currentState == Game.GameStates.InGame || currentState == Game.GameStates.Town) &&
            inventoryVisible == false)
        {
            bool inTown            = Game.game.InTown();
            bool townButtonEnabled = TownGui.townButtonsEnabled();

            if (Game.game.pauseButtonEnabled)
            {
                if (!inTown || (inTown && townButtonEnabled))
                {
                    inventoryActive(null);
                }
            }
        }
        else if (inventoryVisible)
        {
            HudInventory hudInventory = GetComponent <HudInventory>();
            hudInventory.returnToGame(null);
        }
    }
コード例 #4
0
ファイル: Inventory.cs プロジェクト: SeniorTeam/MonkeyHead
    IEnumerator FindParent(Transform obj)
    {
        yield return new WaitForSeconds(.1f);

        if (obj.parent.tag != "Player")
        {
            //Debug.Log(obj.parent.name);
            StartCoroutine(FindParent(obj.parent.transform));
        }
        else
        {
            //Debug.Log("Found: " + obj.parent.name);
            Player = obj.parent.gameObject;
            PlayersName = obj.parent.name;
            PlayerNumber = pControls.PlayersNumber(PlayersName);
            PlayerControllerNumber = obj.parent.GetComponent<Player_Info>().PlayerControllerNumber;
            //Debug.Log ( "name: " + PlayersName + "  num: " + PlayerNumber + "  cont: " + PlayerControllerNumber);

            #if UNITY_STANDALONE_OSX
            RightTrigger = PlayerControllerNumber.ToString() + "_RightTrigger_MAC";
            LeftTrigger = PlayerControllerNumber.ToString() + "_LeftTrigger_MAC";
            #endif

            #if UNITY_STANDALONE_WIN
            Trigger = PlayerControllerNumber.ToString() + "_Trigger_PC";
            #endif

            PlayersHUD = obj.parent.GetComponent<Player_Info>().PlayerHUD.ToString();
            _HudInventory = GameObject.Find(PlayersHUD);
            Hud = _HudInventory.gameObject;

            if (PlayersHUD != null)
            {
                foreach (Transform _obj in _HudInventory.transform)
                {
                    //Debug.Log(_obj.name);

                    if (_obj.name == "Text")
                        WeaponPickUpText = _obj.gameObject;
                    if (_obj.name == "Weapons")
                    {
                        c_HudInventory = _HudInventory.GetComponentInChildren<HudInventory>();
                        foundParent = true;
                        StartCoroutine(SearchWeapons());
                        // Give player a starting weapon
                        StartCoroutine(Weapon_Start());
                    }

                    yield return null;
                }
            }
            else
                Debug.Log("= null");
        }

        // Get player debug stat coords
        DebugStats();

        yield return null;
    }
コード例 #5
0
        public override void OnLoad(EventArgs e)
        {
            window.Mouse.ButtonDown += new EventHandler <OpenTK.Input.MouseButtonEventArgs>(Mouse_ButtonDown);
            the3d.d_Config3d         = new Config3d();
            the3d.d_GetFile          = getfile;
            the3d.d_Terrain          = new TerrainTextures();
            the3d.d_TextRenderer     = new TextRenderer();
            the3d.d_ViewportSize     = viewportsize;

            var dataItems     = new GameDataItems();
            var inventory     = new Inventory();
            var server        = new InventoryServer();
            var inventoryUtil = new InventoryUtil();

            hud                       = new HudInventory();
            hud.dataItems             = dataItems;
            hud.inventory             = inventory;
            hud.inventoryUtil         = inventoryUtil;
            hud.controller            = server;
            hud.viewport_size         = viewportsize;
            hud.mouse_current         = this;
            hud.the3d                 = the3d;
            hud.getfile               = getfile;
            hud.ActiveMaterial        = new ActiveMaterialDummy();
            hud.viewport3d            = new Viewport3dSelectedBlockDummy();
            server.d_Items            = dataItems;
            server.d_Inventory        = inventory;
            server.d_InventoryUtil    = inventoryUtil;
            server.d_DropItem         = new DropItemDummy();
            inventoryUtil.d_Inventory = inventory;
            inventoryUtil.d_Items     = dataItems;

            for (int i = 0; i < 10; i++)
            {
                inventory.Items.Add(new ProtoPoint(i * 1, 0), new Item()
                {
                    ItemClass = ItemClass.Block, BlockId = i
                });
                inventory.Items.Add(new ProtoPoint(i * 1, 6), new Item()
                {
                    ItemClass = ItemClass.Block, BlockId = i
                });
            }
            inventory.RightHand[0] = new Item()
            {
                ItemClass = ItemClass.Weapon, ItemId = "inventory_weapon_hand_axe.png"
            };
            inventory.Boots = new Item()
            {
                ItemClass = ItemClass.Boots, ItemId = "inventory_boots_shoes.png"
            };
            inventory.Gauntlet = new Item()
            {
                ItemClass = ItemClass.Gauntlet, ItemId = "inventory_gauntlet_gloves.png"
            };
            inventory.Helmet = new Item()
            {
                ItemClass = ItemClass.Helmet, ItemId = "inventory_helmet_zischagge.png"
            };
            inventory.MainArmor = new Item()
            {
                ItemClass = ItemClass.MainArmor, ItemId = "inventory_armor_plate_mail.png"
            };
            inventory.LeftHand[0] = new Item()
            {
                ItemClass = ItemClass.Shield, ItemId = "inventory_shield_small_shield.png"
            };
            inventory.Items.Add(new ProtoPoint(0, 1), new Item()
            {
                ItemClass = ItemClass.Weapon, ItemId = "inventory_weapon_shovel.png"
            });
            inventory.Items.Add(new ProtoPoint(2, 1), new Item()
            {
                ItemClass = ItemClass.Weapon, ItemId = "inventory_weapon_knife.png"
            });
            inventory.Items.Add(new ProtoPoint(3, 1), new Item()
            {
                ItemClass = ItemClass.Weapon, ItemId = "inventory_weapon_club.png"
            });
            inventory.Items.Add(new ProtoPoint(4, 1), new Item()
            {
                ItemClass = ItemClass.MainArmor, ItemId = "inventory_armor_plate_mail.png"
            });
            inventory.Items.Add(new ProtoPoint(6, 1), new Item()
            {
                ItemClass = ItemClass.Weapon, ItemId = "inventory_weapon_maul.png"
            });
            inventory.Items.Add(new ProtoPoint(8, 1), new Item()
            {
                ItemClass = ItemClass.Weapon, ItemId = "inventory_sword.png"
            });
            inventory.Items.Add(new ProtoPoint(9, 1), new Item()
            {
                ItemClass = ItemClass.Other, ItemId = "inventory_health_potion.png"
            });
        }
コード例 #6
0
ファイル: Program.cs プロジェクト: henon/manic_digger
        private void MakeGame()
        {
            var            getfile       = this.getfile;
            var            gamedata      = new GameDataCsv();
            var            clientgame    = w;
            ICurrentSeason currentseason = clientgame;

            gamedata.CurrentSeason = currentseason;
            var network        = w;
            var mapstorage     = clientgame;
            var config3d       = new Config3d();
            var mapManipulator = new MapManipulator();
            var the3d          = new The3d();

            the3d.d_GetFile      = getfile;
            the3d.d_Config3d     = config3d;
            the3d.d_ViewportSize = w;
            w.d_The3d            = the3d;
            var          localplayerposition = w;
            var          physics             = new CharacterPhysics();
            var          internetgamefactory = this;
            ICompression compression         = new CompressionGzip(); //IsSinglePlayer ? (ICompression)new CompressionGzip() : new CompressionGzip();

            network.d_Compression = compression;
            network.d_ResetMap    = this;
            if (IsSinglePlayer)
            {
                var socket = new SocketDummy()
                {
                    network = this.dummyNetwork
                };
                network.main = socket;
            }
            else
            {
                network.main = new SocketNet(new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp));
            }
            var terrainTextures = new TerrainTextures();

            terrainTextures.d_GetFile = getfile;
            terrainTextures.d_The3d   = the3d;
            bool IsMono = Type.GetType("Mono.Runtime") != null;

            terrainTextures.d_TextureAtlasConverter = new TextureAtlasConverter();
            if (IsMono)
            {
                terrainTextures.d_TextureAtlasConverter.d_FastBitmapFactory = () => { return(new FastBitmapDummy()); };
            }
            else
            {
                terrainTextures.d_TextureAtlasConverter.d_FastBitmapFactory = () => { return(new FastBitmap()); };
            }
            terrainTextures.Start();
            w.d_TerrainTextures = terrainTextures;
            var blockrenderertorch = new BlockRendererTorch();

            blockrenderertorch.d_TerainRenderer = terrainTextures;
            blockrenderertorch.d_Data           = gamedata;
            //InfiniteMapChunked map = new InfiniteMapChunked();// { generator = new WorldGeneratorDummy() };
            var map = w;
            var terrainchunktesselator = new TerrainChunkTesselator();

            terrainchunktesselator.d_Config3d          = config3d;
            terrainchunktesselator.d_Data              = gamedata;
            terrainchunktesselator.d_MapStorage        = clientgame;
            terrainchunktesselator.d_MapStoragePortion = map;
            terrainchunktesselator.d_MapStorageLight   = clientgame;
            w.d_TerrainChunkTesselator = terrainchunktesselator;
            var frustumculling = new FrustumCulling()
            {
                d_GetCameraMatrix = the3d
            };

            w.d_Batcher = new MeshBatcher()
            {
                d_FrustumCulling = frustumculling
            };
            w.d_FrustumCulling   = frustumculling;
            w.BeforeRenderFrame += (a, b) => { frustumculling.CalcFrustumEquations(); };
            terrainchunktesselator.d_BlockRendererTorch = blockrenderertorch;
            terrainchunktesselator.d_TerrainTextures    = terrainTextures;
            //w.d_Map = clientgame.mapforphysics;
            w.d_Physics        = physics;
            w.d_Clients        = clientgame;
            w.d_Data           = gamedata;
            w.d_DataMonsters   = new GameDataMonsters(getfile);
            w.d_GetFile        = getfile;
            w.d_Config3d       = config3d;
            w.d_MapManipulator = mapManipulator;
            w.PickDistance     = 4.5f;
            var skysphere = new SkySphere();

            skysphere.d_MeshBatcher = new MeshBatcher()
            {
                d_FrustumCulling = new FrustumCullingDummy()
            };
            skysphere.d_LocalPlayerPosition = localplayerposition;
            skysphere.d_The3d = the3d;
            w.skysphere       = skysphere;
            var textrenderer = new ManicDigger.Renderers.TextRenderer();

            w.d_TextRenderer = textrenderer;
            Inventory inventory = Inventory.Create();

            weapon = new WeaponBlockInfo()
            {
                d_Data = gamedata, d_Terrain = terrainTextures, d_Viewport = w, d_Map = clientgame, d_Shadows = w, d_Inventory = inventory, d_LocalPlayerPosition = w
            };
            w.d_Weapon = new WeaponRenderer()
            {
                d_Info = weapon, d_BlockRendererTorch = blockrenderertorch, d_LocalPlayerPosition = w
            };
            var playerrenderer = new CharacterRendererMonsterCode();

            playerrenderer.Load(new List <string>(MyStream.ReadAllLines(getfile.GetFile("player.mdc"))));
            w.d_CharacterRenderer = playerrenderer;
            particle = new ParticleEffectBlockBreak()
            {
                d_Data = gamedata, d_Map = clientgame, d_Terrain = terrainTextures
            };
            w.particleEffectBlockBreak = particle;
            w.ENABLE_FINITEINVENTORY   = false;
            w.d_Shadows       = w;
            clientgame.d_Data = gamedata;
            clientgame.d_CraftingTableTool = new CraftingTableTool()
            {
                d_Map = mapstorage
            };
            clientgame.d_Audio       = audio;
            clientgame.d_RailMapUtil = new RailMapUtil()
            {
                d_Data = gamedata, d_MapStorage = clientgame
            };
            clientgame.d_MinecartRenderer = new MinecartRenderer()
            {
                d_GetFile = getfile, d_The3d = the3d
            };
            clientgame.d_TerrainTextures = terrainTextures;
            clientgame.d_GetFile         = getfile;
            var craftingrecipes = new CraftingRecipes();

            craftingrecipes.data      = gamedata;
            w.d_CraftingRecipes       = craftingrecipes;
            network.d_CraftingRecipes = craftingrecipes;
            w.Reset(10 * 1000, 10 * 1000, 128);
            clientgame.d_Map = map;
            PlayerSkinDownloader playerskindownloader = new PlayerSkinDownloader();

            playerskindownloader.d_Exit     = exit;
            playerskindownloader.d_The3d    = the3d;
            playerskindownloader.skinserver = "http://fragmer.net/md/skins/";
            w.playerskindownloader          = playerskindownloader;
            w.d_FpsHistoryGraphRenderer     = new HudFpsHistoryGraphRenderer()
            {
                d_Draw = the3d, d_ViewportSize = w
            };
            w.d_Screenshot = new Screenshot()
            {
                d_GameWindow = maingamewindow
            };
            w.d_FrustumCulling   = frustumculling;
            physics.d_Map        = clientgame.mapforphysics;
            physics.d_Data       = gamedata;
            audio.d_GetFile      = getfile;
            audio.d_GameExit     = exit;
            this.map             = map;
            the3d.d_Terrain      = terrainTextures;
            the3d.d_TextRenderer = textrenderer;
            w.d_CurrentShadows   = this;
            var sunmoonrenderer = new SunMoonRenderer()
            {
                d_Draw2d = the3d, d_LocalPlayerPosition = w, d_GetFile = getfile, d_The3d = the3d
            };

            w.d_SunMoonRenderer          = sunmoonrenderer;
            clientgame.d_SunMoonRenderer = sunmoonrenderer;
            this.heightmap = new InfiniteMapChunked2d()
            {
                d_Map = map
            };
            heightmap.Restart();
            network.d_Heightmap = heightmap;
            this.light          = new InfiniteMapChunkedSimple()
            {
                d_Map = map
            };
            light.Restart();
            this.terrainchunktesselator      = terrainchunktesselator;
            w.d_TerrainChunkTesselator       = terrainchunktesselator;
            terrainchunktesselator.d_Shadows = w;
            if (fullshadows)
            {
                UseShadowsFull();
            }
            else
            {
                UseShadowsSimple();
            }
            w.d_HudChat = new ManicDigger.Gui.HudChat()
            {
                d_Draw2d = the3d, d_ViewportSize = w
            };

            var dataItems = new GameDataItemsBlocks()
            {
                d_Data = gamedata
            };
            var inventoryController = clientgame;
            var inventoryUtil       = new InventoryUtil();
            var hudInventory        = new HudInventory();

            hudInventory.dataItems      = dataItems;
            hudInventory.inventory      = inventory;
            hudInventory.inventoryUtil  = inventoryUtil;
            hudInventory.controller     = inventoryController;
            hudInventory.viewport_size  = w;
            hudInventory.mouse_current  = w;
            hudInventory.the3d          = the3d;
            hudInventory.getfile        = getfile;
            hudInventory.ActiveMaterial = w;
            hudInventory.viewport3d     = w;
            w.d_Inventory             = inventory;
            w.d_InventoryController   = inventoryController;
            w.d_InventoryUtil         = inventoryUtil;
            inventoryUtil.d_Inventory = inventory;
            inventoryUtil.d_Items     = dataItems;

            clientgame.d_Inventory = inventory;
            w.d_HudInventory       = hudInventory;
            if (Debugger.IsAttached)
            {
                new DependencyChecker(typeof(InjectAttribute)).CheckDependencies(
                    w, audio, gamedata, clientgame, network, mapstorage, getfile,
                    config3d, mapManipulator, w, the3d, exit,
                    localplayerposition, physics,
                    internetgamefactory, blockrenderertorch, playerrenderer,
                    map, terrainchunktesselator);
            }
        }