private void ClickToMove() { if (!canMove || EventSystem.current.IsPointerOverGameObject()) { return; } if (Input.GetKey(KeyCode.Mouse0) && !(Input.GetKey(KeyCode.LeftShift))) { Ray ray = cam.ScreenPointToRay(Input.mousePosition); RaycastHit hit; if (Physics.Raycast(ray, out hit, 100)) { ItemPickup pickup = hit.collider.gameObject.GetComponent <ItemPickup>(); if (pickup != null) { pickup.focused = true; } if (hit.point.y <= .8) { navMeshAgent.destination = hit.point; navMeshAgent.isStopped = false; } } } }
public void PutAtGround() { ItemPickup temp = Instantiate(itemPickup, Player.Instance.transform.position, Quaternion.identity); temp.Item = Item; Item = null; }
public void Awake() { IsPrefab = false; IsGear = GetComponent <GearItem>() != null; IsAttachment = GetComponent <Attachment>() != null; Pickup = GetComponent <ItemPickup>(); }
public void equipArmor(ItemPickup armorPickup, CharacterInventory charInventory) { switch (armorPickup.itemDefinition.itemArmorSubType) { case ItemArmorSubType.Head: headArmor = armorPickup; currentResistance += armorPickup.itemDefinition.itemAmount; break; case ItemArmorSubType.Chest: chestArmor = armorPickup; currentResistance += armorPickup.itemDefinition.itemAmount; break; case ItemArmorSubType.Hand: handArmor = armorPickup; currentResistance += armorPickup.itemDefinition.itemAmount; break; case ItemArmorSubType.Legs: legArmor = armorPickup; currentResistance += armorPickup.itemDefinition.itemAmount; break; case ItemArmorSubType.Boots: footArmor = armorPickup; currentResistance += armorPickup.itemDefinition.itemAmount; break; } }
public void addToInvo(GameObject obj) { if (inventory.checkIfWeCanAdd(obj.GetComponent <ItemPickup>().item)) { objPoolManager.ObjectPoolAddition(obj); ItemPickup ip = obj.GetComponent <ItemPickup>(); tempItem = ip.item; tempItemCount = ip.count; inventory.Add(tempItem, tempItemCount); } else { objPoolManager.DropTable(obj, transform.position); } /* tempItemGameobject = obj; * * Debug.Log(tempItemGameobject.name); * if (tempItemCount <= 0) * { * Debug.LogError(tempItemGameobject.name + " item pickup count is 0 or less then"); * } * * * objPoolManager.ReturnFromPool(obj);*/ }
public DespawnMessageHandler(NetworkRelay networkRelay, NetId netId, ItemPickup facade) { _networkRelay = networkRelay; _netId = netId; _facade = facade; PreInitialize(); }
private void HoldItem(ItemPickup itemToHold) { isHoldingItem = true; itemHeld = itemToHold; DeactivateItemColliders(); itemToHold.gameObject.transform.parent = this.gameObject.transform; }
public void AttemptItemPickup(ItemPickup itemToHold) { if (!isHoldingItem) { HoldItem(itemToHold); } }
private void InitSceneState() { //Destroy items we already have ItemPickup itemPickup = GameObject.FindObjectOfType <ItemPickup>(); if (itemPickup != null) { if (itemPickup.itemType == ReisenPickupItemType.Newspaper && gameProgress.Player.Newspaper != Assignment.NotAcquired) { Destroy(itemPickup.gameObject); } if (itemPickup.itemType == ReisenPickupItemType.Wrench && gameProgress.Player.Wrench != Assignment.NotAcquired) { Destroy(itemPickup.gameObject); } } //Set camera bounds properly if (FindObjectOfType <ReisenSceneManager>() != null) { CameraMan.instance.CameraBounds = FindObjectOfType <ReisenSceneManager>().CameraBounds; } //Sanity check if (gameProgress.Player.CoughMedicine == Assignment.NotAcquired) { Debug.Log("invalid state"); gameProgress.Player.CoughMedicine = Assignment.Inventory; } SyncNpcState(); }
private void Start() { dt = GameObject.FindGameObjectWithTag("IndicatorItemSpawn").GetComponent <DetectChild>(); cr = GameObject.FindGameObjectWithTag("Player").GetComponent <CharacterControls>(); client = GameObject.FindGameObjectWithTag("GameManager").GetComponent <ClientInstance>(); tp = GameObject.FindGameObjectWithTag("Item").GetComponent <ItemPickup>(); }
public IEnumerator messageObjet() { ItemPickup.SetActive(true); yield return(new WaitForSeconds(2f)); ItemPickup.SetActive(false); }
public void loadEnemies() { int i = 0; string jsonString = PlayerPrefs.GetString("itemSave" + SceneManager.GetActiveScene().name + id.instance.saveIndex); tester = JsonUtility.FromJson <itemDataContainer>(jsonString); foreach (GameObject obj in items) { if (tester.pool.Contains(obj.name)) { obj.SetActive(false); obj.transform.parent = pooler.transform; continue; } if (tester.alive.Contains(obj.name)) { // Enemy enemy = obj.GetComponent<Enemy>(); // enemy.health = tester.dataHolder[i].enemyHealth; obj.transform.position = tester.dataHolder[i].pos; obj.GetComponent <ItemPickup>().count = tester.dataHolder[i].counter; i++; } else { obj.SetActive(false); } } i = 0; foreach (string name in tester.objsToInstantiate) { GameObject enemy = new GameObject(); enemy.name = tester.objsToInstantiate[i]; enemy.transform.position = tester.newObjectsData[i].pos; SpriteRenderer sprite = enemy.AddComponent <SpriteRenderer>(); CircleCollider2D cc = enemy.AddComponent <CircleCollider2D>(); cc.isTrigger = true; ItemPickup item = enemy.AddComponent <ItemPickup>(); item.item = tester.newObjectsData[i].item; item.count = tester.newObjectsData[i].counter; item.madeFromScratch = true; // item.item.itemPrefab = Resources.Load<GameObject>("Items/Prefabs/" + item.item.itemType.ToString() + "/" + item.item.name); sprite.sprite = item.item.defaultSprite; sprite.sortingOrder = 5; item.enabled = true; enemy.tag = "Items"; items.Add(enemy); enemy.layer = LayerMask.NameToLayer("Item"); i++; } tester.pool.Clear(); pooler.itemCache.Clear(); pooler.sendit(); }
public override void AddItemModel(ItemPickup obj, ItemData item, GameObject[] hardpoints, GameObject hand) { GameObject ItemModel = Instantiate(obj.Model); ItemModel.transform.SetParent(hand.transform); item.SetModelPosRot(ItemModel, hand); //ItemModel.SetActive(false); if (inventoryListSlotRestriction.Length > 0) { for (int i = 0; i < inventoryListSlotRestriction.Length; i++) { if (inventoryListSlotRestriction[i] != null) { if (obj.inventoryItem.gameObject == inventoryListSlotRestriction[i].gameObject) { ItemModelList[i] = ItemModel; item.itemModel = ItemModel; // set parent to hardpoint ItemModel.transform.SetParent(hardpoints[i].transform); // set position & rotation to hardpoint item.SetModelPosRot(ItemModel, hardpoints[i]); } } } } }
public Blackboard(Survivor s, PathNode[] g) { this.survivor = s; this.nearestItem = null; this.pickupPath = new LinkedList <PathNode>(); this.graph = g; }
IEnumerator PickupsDistanceCheck() { if (neariestPickup == null || Vector3.Distance(neariestPickup.transform.position, transform.position) > 2f) { neariestPickup = null; float leastDistance = 2f; foreach (ItemPickup pickupItem in pickups.GetComponentsInChildren <ItemPickup>()) { if (pickupItem == null) { continue; } float distance = Vector3.Distance(pickupItem.transform.position, transform.position); if (distance < (neariestPickup == null ? leastDistance : leastDistance - .5f)) { leastDistance = distance; neariestPickup = pickupItem; } yield return(null); } if (neariestPickup != null) { uiManager.ShowPickupHint(neariestPickup, isUsingMouse); } else if (uiManager.promptBar.activeSelf) { uiManager.HidePickupHint(); } } }
public void Setup(Vector2 chunkCoord) { if (GameManager.instance.server) { System.Random prng = new System.Random(GameManager.instance.seed + (int)(transform.position.x + transform.position.y)); var pool = ObjectPooler.Instance.items; foreach (Transform item in itemSpawnPoint) { int random = prng.Next(0, pool.Count); GameObject newItem = ObjectPooler.Instance.IndexSpawnFromPool(pool, random); newItem.transform.rotation = item.rotation; if (newItem.CompareTag("Weapon")) { newItem.transform.Rotate(new Vector3(0, 0, 90)); newItem.transform.position = item.position + new Vector3(0, 0.05f, 0); } else { newItem.transform.position = item.position; } newItem.SetActive(true); NetworkServer.Spawn(newItem, SpawnManager.instance.itemIds[random]); ItemPickup itemPickup = newItem.GetComponent <ItemPickup>(); ServerTerrainGenerator.instance.GetChunk(chunkCoord).onObserverChangedCallback += itemPickup.EditObservers; foreach (NetworkConnection observer in GameManager.GetObservers(chunkCoord)) { itemPickup.EditObservers(observer, true); } newItem.transform.SetParent(item); } } }
private void addWeight() { if (currentWeight >= max_weight) { canvasText.SetNotificationText("<color=red> You're to fat ! </color>"); return; } GameObject go = PlayerData.ActiveItem; Item goItem = go.GetComponent <Item>(); if (goItem == null) { Debug.LogError("Please add Item script to " + go.name); } amount = goItem.Calories; for (int i = 0; i < materials.Length; i++) { Material mat = materials[i].material; currentWeight = mat.GetFloat("_Amount"); currentWeight += amount; mat.SetFloat("_Amount", currentWeight); PlayerData.PlayerWeight = currentWeight; } ItemPickup.ItemPickupEvent(PlayerData.ActiveItem); }
// Start is called before the first frame update void Awake() { animator = GetComponent <Animator>(); render = GetComponent <SpriteRenderer>(); direction = PlayerMovement.Direction.Down; pickup = GetComponent <ItemPickup>(); }
public void changeWeapon(ItemPickup weaponPickup) { if (!characterDefinition.unEquipWeapon(weaponPickup, charInv, characterWeaponSlot)) { characterDefinition.equipWeapon(weaponPickup, charInv, characterWeaponSlot); } }
public void weaponChange(ItemPickup armorPickup) { if (!characterDefinition.unEquipArmor(armorPickup, charInv)) { characterDefinition.equipArmor(armorPickup, charInv); } }
// Start is called before the first frame update void Start() { player = GameObject.FindGameObjectWithTag("Player"); displayTextScript = GetComponent <ItemDisplayText>(); animChest = GetComponent <Animator>(); playerItemScript = player.GetComponent <ItemPickup>(); }
public void SpawnLoot() { if (!CheckDrop()) { return; } //Debug.Log(GameManager.GetItemPools().DetermineRarity() + " is the rarity"); ItemData item = GameManager.GetItemPools().GetItem(pool); for (int i = 0; i < 10; i++) { if (item == null) { item = GameManager.GetItemPools().GetItem(pool); } else { break; } } if (item == null) { return; } GameObject drop = Resources.Load("Item Prefabs/Item Pickup") as GameObject; GameObject activeDrop = Instantiate(drop, new Vector3(transform.position.x, transform.position.y, transform.position.z - 2), Quaternion.identity) as GameObject; ItemPickup pickup = activeDrop.GetComponent <ItemPickup>(); pickup.Initialize(item); }
public PickupCollisionHandler(IRelay relay, ClientInfo info, NetId netId, ItemPickup facade) { _relay = relay; _info = info; _netId = netId; _facade = facade; PreInitialize(); }
void OnTriggerExit(Collider other) // remove text popping up for itemName. { if (other.tag == "weapon") { ItemPickup pickup = other.gameObject.transform.Find("ItemText").GetComponent <ItemPickup>(); pickup.SetTextActive(false); } }
void OnTriggerEnter(Collider other) // for popping up text for itemName. { if (other.tag == "weapon") { ItemPickup pickup = other.gameObject.transform.Find("ItemText").GetComponent <ItemPickup>(); pickup.SetTextActive(true); } }
public void PickItem(ItemPickup itemPickup) { // target = itemPickup; // set destination for CharacterPathfindingController // But now, lets simply add it to inventory right away inventory.AddItem(itemPickup.GetItem()); }
private void HoldItem(ItemPickup itemToHold) { isHoldingItem = true; itemHeld = itemToHold; Destroy(itemHeld.GetComponent <Rigidbody2D>()); itemToHold.gameObject.transform.parent = this.gameObject.transform; itemHeld.GetComponent <Projectile>().DeactivateItemColliders(); }
protected override void Awake() { base.Awake(); ItemPickup itm = GetComponent <ItemPickup>(); itm.pickupCallback += OnPickUp; }
/// <summary> /// The character has exited a trigger. Check to see if the collider is currently active ItemPickup collider. /// </summary> /// <param name="other">The trigger collider.</param> private void OnTriggerExit(Collider other) { if (other.Equals(m_ActiveCollider) && !IsActive) { m_ActiveCollider = null; m_ActiveItemPickup = null; } }
public static ItemPickup Spawn(ItemPickup prefab, Item item, Vector2 position, Quaternion rotation) { ItemPickup pickup = Instantiate(prefab, position, rotation); pickup.Prime(item); return(pickup); }