void Update() { if (!initialized && Util.MyLocalPlayerObject) { panel = InventoryPanel.Create(Util.MyLocalPlayerObject.GetInventory(), new Vector3()); panel.ItemClicked += panel_ItemClicked; initialized = true; } }
public UIManager() { pHealthBar = GameObject.Find("HealthBar_Back"); ManaPanel.S_Initialize(); pCharPanel = GameObject.FindObjectOfType<CharacterPanel>(); pInvPanel = GameObject.FindObjectOfType<InventoryPanel>(); InitPanel(pCharPanel); InitPanel(pInvPanel); }
void OnEnable() { if (itemLoadoutPanel != null) { itemLoadout = itemLoadoutPanel.GetComponent<InventoryPanel>(); inventory = inventoryPanel.GetComponent<InventoryPanel>(); } if (characterLoadoutPanel != null) { characterLoadout = characterLoadoutPanel.GetComponent<InventoryPanel>(); roster = rosterPanel.GetComponent<InventoryPanel>(); } }
TextArea_Vertical Info; // Место для текстовой информации public MainWindow() { #region Подготовка карты и панели меню InitializeComponent(); // Определяем вид разметки окна: область карты слева и меню справа Lay = LayoutsFactory.GetLayout(LayoutType.Vertical, this.Content); // Определяем параметры карты: количество клеток по горизонтали и вертикали, размер клетки, // ширина декоративной рамки вокруг карты MapInfo = new CellMapInfo(10, 10, 50, 5); // Создаем карту и размещаем его в окне программы Map = MapCreator.GetUniversalMap(this, MapInfo); Lay.Attach(Map, 0); Map.DrawGrid(); // выводим сетку // Указываем путь к папке с картинками Map.Library.ImagesFolder = new PathInfo { Path = "..\\..\\images", Type = PathType.Relative }; // Создаем панель инвентаря и размещаем ее в меню Items = new InventoryPanel(Map.Library, Map.CellSize); Lay.Attach(Items, 1); Items.SetBackground(Brushes.Wheat); // Создаем текстовую панель и размещаем ее в меню Info = new TextArea_Vertical(); Lay.Attach(Info, 1); // определяем функцию, которая будет вызвана при нажатии на клавишу Map.Keyboard.SetSingleKeyEventHandler(CheckKey); #endregion //======================================================================= // Пример кода // добавляем картинку с диска в библиотеку - после этого ее можно вывести на карту сколько угодно раз Map.Library.AddPicture("smile", "smile1.png"); // рисуем ее в двух клетках Map.DrawInCell("smile", 2, 4); Map.DrawInCell("smile", 4, 9); //======================================================================= // Со следующей строки пишем свой код :) //----------------------------------------------------------------------- }
public void TryDoor(EnvironmentGameState destination) { if (InventoryPanel.CurrentlySelectedItem() != null) { ActionLogManager.LogActionStatic("It wasn't necessary."); return; } for (int i = 0; i < doors.Count; i++) { if (doors[i].destinationEnvironment == destination) { ServiceLocator.GetService <AudioManager>().PlayOneShot(doors[i].travelSound); doors[i].destinationEnvironment.LoadEnvironment(); } } }
// Since most stations have their own inventory used in their operations // each station can call this to generate an inventory panel for itself public InventoryPanel AddInventoryPanel(Inventory inventory) { GameObject inventoryPanelPrefab = GameplayManager.instance.inventoryPanelPrefab; GameObject inventoryPanel = Instantiate(inventoryPanelPrefab); inventoryPanel.transform.SetParent(GameObject.FindGameObjectWithTag("Canvas").transform, false); InventoryPanel panel = inventoryPanel.GetComponent <InventoryPanel>(); panel.inventory = inventory; panel.AddCallbacks(); Vector3 inventoryPoint = transform.position + new Vector3(0.5f, -0.5f); Vector3 targetPos = Camera.main.WorldToScreenPoint(inventoryPoint); inventoryPanel.transform.position = targetPos; return(panel); }
/// <summary> /// Equips the item. /// </summary> /// <param name="obj">The GameObject (Player) that wants to execute this action.</param> /// <returns>Returns true if the item was equipped successfully, false otherwise.</returns> public override bool Execute(GameObject obj) { invPanel = GameObject.FindGameObjectWithTag("InventoryPanel").GetComponent <InventoryPanel>(); eqPanel = GameObject.FindGameObjectWithTag("EquipmentPanel").GetComponent <EquipmentPanel>(); EquipmentManager equipManager = eqPanel.Manager; UsableItem useItem = toEquip as UsableItem; EquippableItem equipItem = toEquip as EquippableItem; if (equipItem != null) { EquippableItem currentlyEquipped = equipManager.DeEquip(equipItem.Slot); Debug.Log(equipItem); invPanel.ManagedInventory.RemoveItem(toEquip); if (currentlyEquipped == null || invPanel.ManagedInventory.AddItem(currentlyEquipped) == null) { // eqPanel.Manager = equipManager; equipManager.Equip(equipItem); // this should not fail return(true); } else { invPanel.ManagedInventory.AddItem(equipItem); equipManager.Equip(currentlyEquipped); return(false); } } else if (useItem != null) { bool yay = false; for (int i = 0; i < equipManager.GetHotbarItemsSize(); i++) { yay = equipManager.AddHotBarItem(useItem, i); if (yay) { invPanel.ManagedInventory.RemoveItem(useItem); break; } } return(yay); } else { throw new UnityException("WTF are you trying to equip my man"); } }
private void Awake() { // Singelton sharedInstance = this; // Get a referece for all of the slots // TODO Maybe: we can do something like slot number and instantiate the slots here int i = 0; foreach (Transform child in transform) { slots[i] = (child.gameObject.GetComponent <InventorySlot>()); i++; } inventorySelectedSlot = Instantiate(inventorySelectedSlot); SelectInventorySlot(selectedSlot); }
public void TryUnlock() { Item equippedItem = InventoryPanel.CurrentlySelectedItem(); if (equippedItem == null) { ActionLogManager.LogActionStatic(typicalResponse); } else if (equippedItem != requiredItem) { ActionLogManager.LogActionStatic("It didn't have any effect."); } else { InventoryPanel.UnEquipStatic(); ServiceLocator.GetService <Inventory>().RemoveItem(requiredItem); action.Invoke(); } }
//---------------------- //PUBLIC METHODS //---------------------- public void Initialize() { //Find and assign InvPanel = GameObject.FindGameObjectWithTag("InventoryPanel").GetComponent <InventoryPanel>(); CharPanel = GameObject.FindGameObjectWithTag("CharacterPanel").GetComponent <CharacterPanel>(); FinLevelPanel = GameObject.FindGameObjectWithTag("FinishedLevelPanel").GetComponent <FinishLevelPanel>(); NotificationText = GameObject.FindGameObjectWithTag("PickupText").GetComponent <Text>(); //Initialize InvPanel.Initialize(); CharPanel.Initialize(); FinLevelPanel.Initialize(); //Hide the panels InvPanel.gameObject.SetActive(false); CharPanel.gameObject.SetActive(false); FinLevelPanel.gameObject.SetActive(false); NotificationText.gameObject.SetActive(false); }
public void PutPanelAtMouse() { Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition); RaycastHit hit; if (Physics.Raycast(ray, out hit, 4f)) { if ((hit.collider.GetComponent<Panel>() != null) || (hit.collider.GetComponent<Chunck>() != null)) { Vector3 worldPos = hit.point + hit.normal * 0.5f; Coordinates cGlobal = panelPreview.WorldPosToPanelPos(worldPos); NoelSkumGame.Instance.AddPanel(cGlobal, this.panelPreview.Reference); InventoryPanel next = Inventory.Instance.FindSamePanel(this.equiped); this.UseEquip(); if (next != null) { Debug.Log("Another object found. Keep going."); next.EquipObject(); } } } }
void UpdateUI() { int length = InventoryPanel.Controls.Count; for (int i = 0; i < length; i++) { if (i < inv.items.Count) // If there is an item to add { MessageBox.Show("Added" + InventoryPanel.GetControlFromPosition(0, 0)); //InventoryPanel.Controls.Add() //Add image\icon\button\etc in the table } else { MessageBox.Show("Removed" + InventoryPanel.GetControlFromPosition(0, 0)); // Otherwise clear the slot //leave slot empty } } }
public override void Use(GameManager gameManager) { if (gameManager.DisplayManager.CurrentInteractPanel != null) { return; } base.Use(gameManager); if (_panel == null) { _panel = NGUITools.AddChild(gameManager.UiRoot.gameObject, InteractPanelPrefab).GetComponent <InventoryPanel>(); _panel.Init(GameManager, _inventory); _panel.OnSlotsValueChanged += OnSlotsValueChanged; _panel.Hide(); } if (!_panel.IsShowing) { StartCoroutine(_panel.ShowDelay(0.2f)); } }
void Start() { // Add inventory panels for the table and for customer salad if (tableInventory != null) { tablePanel = AddInventoryPanel(tableInventory); } if (saladInventory != null) { saladPanel = AddInventoryPanel(saladInventory); } gameManager = GameplayManager.instance; // Setup callbacks, place inventory HUD elements in correct position, set up the station statusBar.onTimerCompleteCallback += HandleTimeUp; saladPanel.AddCallbacks(); saladPanel.transform.position = Camera.main.WorldToScreenPoint(saladPoint.position); salads = gameManager.salads; ResetStation(0f, 5f); }
/// <summary> /// Checks whether the player can equip the item /// </summary> /// <param name="obj">The Player's GameObject that wants to execute this action.</param> /// <returns>Return false if the item cannot be equipped, or if there is no item in the slot.</returns> public override bool Validate(GameObject obj) { bool equipItem = Input.GetButtonDown("EquipItem"); if (equipItem) { GameObject UICanvas = GameObject.FindGameObjectWithTag("UICanvas"); UIBehavior uib = UICanvas.GetComponent <UIBehavior>(); if (!uib.inventoryPanel.activeSelf) { return(false); } else { invPanel = GameObject.FindGameObjectWithTag("InventoryPanel").GetComponent <InventoryPanel>(); toEquip = invPanel.GetSelectedItem().clone(); return(toEquip != null && (toEquip is EquippableItem || toEquip is UsableItem) && toEquip.SetYet()); } } else { return(false); } }
public MainWindow() { UGameObjectBase.game = game; Behavior.game = game; InitializeComponent(); Lay = LayoutsFactory.GetLayout(LayoutType.Vertical, this.Content); MapInfo = new CellMapInfo(50, 31, 30, 5); game.Map = MapCreator.GetUniversalMap(this, MapInfo); game.Map.Mouse.SetMouseSingleLeftClickHandler(game.setMovementGoalByClick); Lay.Attach(game.Map, 0); //game.Map.DrawGrid(); unitsPanel = new InventoryPanel(game.Map.Library, game.Map.CellSize); Lay.Attach(unitsPanel, 1); unitsPanel.SetBackground(Brushes.Wheat); game.Map.SetMapBackground(Brushes.Black); info = new TextArea_Vertical(); Lay.Attach(info, 1); info.AddTextBlock("Resources"); AddPictures(); unitsPanel.AddItem("allyLightTank", "tank1", "Light Tank"); unitsPanel.SetMouseClickHandler(CheckInventoryClick); unitsPanel.AddItem("allyMediumTank", "MediumTank", "Medium Tank"); unitsPanel.AddItem("scavenger", "scavenger", "scavenger"); game.timer.AddAction(ShowResources, 1000); game.AddBase(game.Map.XAbsolute / 2, game.Map.YAbsolute / 2, "base"); // game.CreateTank("scavenger", 500, 500); // game.AddObject("SimpleFlyer", new GOParams { X = game.Map.XAbsolute, Y = game.Map.YAbsolute }); //game.CreateTank("enemyLightTank", 1300, 500); // game.CreateTank("Baneblade",100, 200); game.CreateTank("enemyLightTank", 5, 500); }
void Awake() { instance = this; dragItemIcon = transform.GetChild(1).GetComponent <Image>(); }
// Use this for initialization void Start() { ip = GetComponent <InventoryPanel> (); }
internal static void Postfix(InventoryPanel __instance, ref bool __result) { System.Console.WriteLine("==========================================="); System.Console.WriteLine("Fix null refrence exception when consuming last potion"); System.Console.WriteLine("==========================================="); __result = true; if (!__instance.IsActive() || !__instance.receiveInput || __instance.blockInput) { __result = false; return; } if (!InventoryPanel.currentSelectedSlot) { return; } InventorySlotGUI component = InventoryPanel.currentSelectedSlot.GetComponent <InventorySlotGUI>(); if (!component.itemStack || !component.itemStack.Consumable) { return; } Consumable consumable = component.itemStack.Consumable; if (!consumable.SendConsumeEvent()) { component.PlayWrongAnimation(); return; } component.PlaySelectedAnimation(Constants.GetFloat("inventorySlotPressPunchValue")); BagInventorySlotGUI component2 = InventoryPanel.currentSelectedSlot.GetComponent <BagInventorySlotGUI>(); if (component2) { if (component2.itemStack.Quantity == 0) { HeroMerchant.Instance.heroMerchantInventory.SetItem(null, component2.slotIndex); } else { HeroMerchant.Instance.heroMerchantInventory.RefreshSlotAt(component2.slotIndex); } } else { EquipmentInventorySlotGUI component3 = InventoryPanel.currentSelectedSlot.GetComponent <EquipmentInventorySlotGUI>(); if (component3) { if (component3.type == HeroMerchantInventory.EquipmentSlot.Potion) { if (component3.itemStack.Quantity > 0) { component3.UpdateItem(); HUDManager.Instance.SetPotionQuantity(component3.itemStack.Quantity); } else { HeroMerchant.Instance.heroMerchantInventory.SetEquippedItemByType(null, HeroMerchantInventory.EquipmentSlot.Potion); HUDManager.Instance.SetEmptyConsumableIcon(); } } } else { ChestSlotGUI component4 = InventoryPanel.currentSelectedSlot.GetComponent <ChestSlotGUI>(); if (component4) { component4.UpdateItem(); } } } // Check ItemRegistry to see if this is a custom item ConsumableItemMaster consumableItemMaster = ItemRegister.GetItem <ConsumableItemMaster>(component.item.name); if (consumableItemMaster is null) { consumableItemMaster = component.item as ConsumableItemMaster; } bool isGuidenceEffect = (consumableItemMaster?.consumableEffectName is null) ? false : consumableItemMaster.consumableEffectName.Contains("Guidance"); if (isGuidenceEffect) { DOVirtual.DelayedCall(0.1f, delegate { GUIManager.Instance.DisableCurrentPanel(); }, true); } }
internal static bool Prefix(InventoryPanel __instance) { return(false); }
// Use this for initialization void Start() { Instance = this; GameData.OnDataInit(Init); }
/// <summary> /// Implementação de <see cref="IGameUI.ToggleInventory"/> /// </summary> public void ToggleInventory() { InventoryIsOpen ^= true; InventoryPanel.SetActive(InventoryIsOpen); }
public override void Update() { InventoryPanel.HandleInventory(); StatusPanel.HandleStatus(); }
public MainWindow() { InitializeComponent(); Lay = LayoutsFactory.GetLayout(LayoutType.Vertical, this.Content); MapInfo = new CellMapInfo(38, 20, 50, 5); map = MapCreator.GetUniversalMap(this, MapInfo); Lay.Attach(map, 0); Inventory = new InventoryPanel(map.Library, 50, 14); Lay.Attach(Inventory, 1); Helper.map = map; map.Library.ImagesFolder = new PathInfo { Path = "..\\..\\images", Type = PathType.Relative }; map.Library.AddPicture("wall", "wall.png"); map.Library.AddPicture("fire", "Fire0.png"); map.Library.AddPicture("Gem0", "gem_green.png"); map.Library.AddPicture("Gem1", "gem_blue.png"); map.Library.AddPicture("Gem2", "gem_red.png"); map.Library.AddPicture("stones", "stones.jpg"); map.Library.AddPicture("ghost0", "GHOST.png"); map.Library.AddPicture("ghost1", "GHOST1.png"); map.Library.AddPicture("ghost2", "GHOST2.png"); map.Library.AddPicture("gate closed", "gate_closed.png"); map.Library.AddPicture("chest", "Chest.png"); for (int I = 0; I <= 3; I++) { for (int j = 0; j <= 3; j++) { map.Library.AddPicture("Portal" + I.ToString() + j.ToString(), "Portal" + I.ToString() + j.ToString() + ".png"); } } string[] exp = new string[11]; string[] Fire = new string[10]; string[] Portal0 = new string[4]; string[] Portal1 = new string[4]; string[] Portal2 = new string[4]; string[] Portal3 = new string[4]; for (int i = 0; i <= 10; i++) { exp[i] = "exp" + i.ToString(); map.Library.AddPicture(exp[i], exp[i] + ".png"); } for (int i = 0; i <= 9; i++) { Fire[i] = "Fire" + i.ToString(); map.Library.AddPicture(Fire[i], Fire[i] + ".png"); } for (int i = 0; i <= 3; i++) { Portal0[i] = "Portal0" + i.ToString(); Portal1[i] = "Portal1" + i.ToString(); Portal2[i] = "Portal2" + i.ToString(); Portal3[i] = "Portal3" + i.ToString(); } map.Library.AddPicture("fon", "Fon.jpg"); map.SetMapBackground("stones"); Inventory.AddItem("Lives", "Fire0"); Inventory.SetBackground(Brushes.Transparent); AnimationDefinition a = new AnimationDefinition(); a.AddEqualFrames(50, exp); a.LastFrame = "exp10"; map.Library.AddAnimation("Explosion", a); AnimationDefinition b = new AnimationDefinition(); b.AddEqualFrames(80, Fire); b.LastFrame = "Fire9"; map.Library.AddAnimation("Fire", b); AnimationDefinition c = new AnimationDefinition(); c.AddEqualFrames(80, Portal0); c.LastFrame = "Portal03"; map.Library.AddAnimation("Portal0", c); AnimationDefinition d = new AnimationDefinition(); d.AddEqualFrames(80, Portal1); d.LastFrame = "Portal13"; map.Library.AddAnimation("Portal1", d); AnimationDefinition f = new AnimationDefinition(); f.AddEqualFrames(80, Portal2); f.LastFrame = "Portal23"; map.Library.AddAnimation("Portal2", f); AnimationDefinition e = new AnimationDefinition(); e.AddEqualFrames(80, Portal3); e.LastFrame = "Portal33"; map.Library.AddAnimation("Portal3", e); Helper.PlayerRun = Helper.PlayerWalk * 2; //map.Library.AddContainer("wall", "wall"); //map.ContainerSetSize("wall", 50, 50); //map.ContainerSetCoordinate("wall", WallX, WallY); CreateGems(); CreatePlayer(); CreateWalls(20, 500, 50, 1020); CreateWalls(975, 20, 1860, 50); CreateWalls(1880, 530, 50, 975); CreateWalls(950, 978, 1815, 50); CreateWalls(500, 500, 250, 250); for (int i = 0; i < 3; i++) { CreateEnemy(); } CreateContainers("Chest", 101, "chest"); map.ContainerSetCoordinate("Chest", 1000, 700); CreatePortals(0, 100, 200); CreatePortals(1, 800, 900); CreatePortals(2, 1000, 500); CreatePortals(3, 1800, 300); //map.Library.AddContainer("fon", "wall", ContainerType.TiledImage); //map.ContainerSetSize("fon", 50, 500); //map.ContainerSetTileSize("fon", 50, 50); //map.ContainerSetCoordinate("fon",25, 25); Player.SetCoordinates(80, 80); timer.AddAction(CheckKey, 10); timer.AddAction(MoveEnemies, 10); timer.AddAction(PlayerPlusEnemy, 10); //Done:Доделать движение: устранить эффект перепрыгивания стены, вернув координаты в исходное состояние; добавить 2 кнопки. //Dont know how:Сделать функцию, которая принимает все параметры контейнера и создает его, чтобы в основной программе можно было создать контейнер в одну строчку. //Done:Сделать так, чтобы после сбора кристалла он появлялся в случайном месте, но не ближе 100 пикселей к игроку. //Создать класс для кристала. //* Продумать механику игры. }
void Awake() { inventoryPanel = transform.parent.gameObject; inventoryScript = inventoryPanel.GetComponent <InventoryPanel>(); }
void Awake() { itemIcon = transform.GetChild(0).GetComponent <Image>(); panel = charPanel.panel; inventory = panel.inventory; }
void Start() { PropertiesPanel.GameManager = GameManager; foreach (var panel in InventoryPanels) { panel.OnClickAsObservable().Subscribe(e => { if (e.data is InventoryCargoEventData cargoEvent) { var item = cargoEvent.CargoBay.Occupancy[cargoEvent.Position.x, cargoEvent.Position.y]; if (item != null) { if (e.clickCount == 2) { var otherPanel = panel == InventoryPanels[0] ? InventoryPanels[1] : InventoryPanels[0]; if (otherPanel.CanDropItem(item)) { otherPanel.DropItem(item); AkSoundEngine.PostEvent("Equip", gameObject); cargoEvent.CargoBay.Remove(item); panel.RefreshCells(); otherPanel.RefreshCells(); } else { AkSoundEngine.PostEvent("UI_Fail", gameObject); } } else { if (_selectedPanel != null) { if (_selectedPanel.CellInstances.ContainsKey(_selectedPosition)) { foreach (var v in _selectedItemData.Shape.Coordinates) { var v2 = _selectedItemData.Shape.Rotate(v, _selectedItem.Rotation) + _selectedPosition; _selectedPanel.CellInstances[v2].Icon.color = _selectedPanel.GetColor(v2); } } } _selectedPanel = panel; _selectedPosition = cargoEvent.Position; PropertiesPanel.Inspect(item); _selectedPanel = panel; _selectedPosition = cargoEvent.CargoBay.Cargo[item]; _selectedItem = item; _selectedItemData = item.Data.Value; foreach (var v in _selectedItemData.Shape.Coordinates) { var v2 = _selectedItemData.Shape.Rotate(v, _selectedItem.Rotation) + _selectedPosition; _selectedPanel.CellInstances[v2].Icon.color = _selectedPanel.GetColor(v2, true); } AkSoundEngine.PostEvent("UI_Success", gameObject); } } } else if (e.data is InventoryEntityEventData entityEvent) { var item = entityEvent.Entity.GearOccupancy[entityEvent.Position.x, entityEvent.Position.y]; if (item != null) { if (e.clickCount == 2) { var otherPanel = panel == InventoryPanels[0] ? InventoryPanels[1] : InventoryPanels[0]; if (otherPanel.CanDropItem(item.EquippableItem)) { if (!entityEvent.Entity.Active) { if (entityEvent.Entity.TryUnequip(item) != null) { otherPanel.DropItem(item.EquippableItem); AkSoundEngine.PostEvent("Unequip", gameObject); panel.RefreshCells(); otherPanel.RefreshCells(); } else { AkSoundEngine.PostEvent("UI_Fail", gameObject); } } else { AkSoundEngine.PostEvent("UI_Fail", gameObject); } } } else { if (_selectedPanel != null) { if (_selectedPanel.CellInstances.ContainsKey(_selectedPosition)) { foreach (var v in _selectedItemData.Shape.Coordinates) { var v2 = _selectedItemData.Shape.Rotate(v, _selectedItem.Rotation) + _selectedPosition; _selectedPanel.CellInstances[v2].Icon.color = _selectedPanel.GetColor(v2); } } } PropertiesPanel.Inspect(item); _selectedPanel = panel; _selectedPosition = item.Position; _selectedItem = item.EquippableItem; _selectedItemData = GameManager.ItemManager.GetData(item.EquippableItem); foreach (var v in _selectedItemData.Shape.Coordinates) { var v2 = _selectedItemData.Shape.Rotate(v, _selectedItem.Rotation) + _selectedPosition; _selectedPanel.CellInstances[v2].Icon.color = _selectedPanel.GetColor(v2, true); } AkSoundEngine.PostEvent("UI_Success", gameObject); } } } }); panel.OnBackgroundClick.Subscribe(data => { if (GameManager.CurrentEntity == null) { return; // Only show ship settings if there's a ship, duh! } PropertiesPanel.Clear(); PropertiesPanel.AddField("Shutdown Threshold", () => GameManager.CurrentEntity.Settings.ShutdownPerformance, f => GameManager.CurrentEntity.Settings.ShutdownPerformance = f, 0, 1); }); } }
protected override bool OnPerform() { if ((HudController.Instance != null) && (GameUtils.IsOnVacation())) { HudModel model = HudController.Instance.mHudModel as HudModel; if (model != null) { if (model.MinuteChanged != null) { foreach (Delegate del in model.MinuteChanged.GetInvocationList()) { TimeControl control = del.Target as TimeControl; if (control != null) { TimeControlEx.sThs = control; model.MinuteChanged -= TimeControlEx.sThs.OnMinuteChanged; model.MinuteChanged -= TimeControlEx.OnMinuteChanged; model.MinuteChanged += TimeControlEx.OnMinuteChanged; break; } } } } } InventoryPanel inventory = InventoryPanel.sInstance; if ((inventory != null) && (inventory.Visible)) { if (inventory.mTimeAlmanacButton != null) { if (GameUtils.IsFutureWorld()) { inventory.mTimeAlmanacButton.Visible = (GameStates.TravelHousehold == Household.ActiveHousehold); } if (inventory.mTimeAlmanacButton.Visible) { inventory.mTimeAlmanacButton.Click -= inventory.OnClickTimeAlmanac; inventory.mTimeAlmanacButton.Click -= FutureDescendantServiceEx.OnClickTimeAlmanac; inventory.mTimeAlmanacButton.Click += FutureDescendantServiceEx.OnClickTimeAlmanac; } } } EditTownPuck puck = EditTownPuck.Instance; if (puck != null) { if (puck.mReturnToLiveButton != null) { puck.mReturnToLiveButton.Click -= puck.OnReturnToLive; puck.mReturnToLiveButton.Click -= OnReturnToLive; puck.mReturnToLiveButton.Click += OnReturnToLive; } } EditTownInfoPanel panel = EditTownInfoPanel.Instance; if (panel != null) { if ((panel.mActionButtons != null) && (panel.mActionButtons.Length > 8) && (panel.mActionButtons[0x8] != null)) { panel.mActionButtons[0x8].Click -= panel.OnChangeTypeClick; panel.mActionButtons[0x8].Click -= OnChangeTypeClick; panel.mActionButtons[0x8].Click += OnChangeTypeClick; } } OptionsDialog options = OptionsDialog.sDialog; if (options != null) { if (GameUtils.IsInstalled(ProductVersion.EP8)) { Button testButton = options.mSeasonWindow.GetChildByID(0xdf085c3, true) as Button; if ((testButton != null) && (!testButton.Enabled)) { using (BaseWorldReversion reversion = new BaseWorldReversion()) { foreach (Button weather in options.mEnabledWeatherButtons.Values) { weather.Enabled = true; } if (options.mFahrenheitRadio != null) { options.mFahrenheitRadio.Enabled = true; } if (options.mCelciusRadio != null) { options.mCelciusRadio.Enabled = true; } options.SetupSeasonControls(false, ref options.mOldSeasonData); } } } } FutureDescendantService instance = FutureDescendantServiceEx.GetInstance(); if (Sims3.UI.Responder.Instance.InLiveMode && Traveler.Settings.mDisableDescendants && instance.mEventListeners.Count > 0) { instance.CleanUpEventListeners(); } return(true); }
private void Awake() { instance = this; print(instance.description); }
/// <summary> /// Invenmtory panel是常驻类型,若不存在,则载入;开启与关闭只进行显示与隐藏操作 /// </summary> void InventoryClick() { if (inventory == null) { Facade.ShowPanel <InventoryPanel>(Utility.UI.GetUIFullRelativePath("InventoryPanel"), panel => { panel.gameObject.name = "InventoryPanel"; panel.gameObject.SetActive(true); inventory = panel; }); return; } if (inventory.gameObject.activeSelf) { inventory.HidePanel(); } else { inventory.ShowPanel(); } }
private void AddInventory(ItemType item) { InventoryPanel p = Instantiate(inventoryPrefab, inventoryParent).GetComponent <InventoryPanel>(); p.SetContent(itemTypes, characterData, ItemTypeOptions); }
private void Awake() { Instance = this; gameObject.SetActive(false); }
public virtual void Initialize(InventoryPanel inventoryPanel) { itemCanvas = GetComponentInChildren <Canvas>(); this.inventoryPanel = inventoryPanel; itemImage.gameObject.SetActive(false); }
private void Init() { closeButton.onClick.AddListener(this.Close); statsPanel = GetComponentInChildren<StatsPanel>(); statsPanel.Init(); crewPanel = GetComponentInChildren<CrewPanel>(); crewPanel.Init(); equipmentPanel = GetComponentInChildren<EquipmentPanel>(); equipmentPanel.Init(); itemInfoPanel = GetComponentInChildren<ItemInfoPanel>(); inventoryPanel = GetComponentInChildren<InventoryPanel>(); popupPanel = GetComponentInChildren<PopupPanel>(); crewPanel.SelectDefaultCrewMember(); }