private void Awake() { rb = GetComponent <Rigidbody2D>(); inventory = GetComponent <PlayerCanvas>(); SetGrayscale(true); menuCanvas.gameObject.SetActive(false); }
public void ActivateClassPanel(PlayerCanvas.CharacterClass charClass) { for (int i = 0; i < (int)PlayerCanvas.CharacterClass.MAX; i++) { var classPanel = classPanels[i]; classPanel.SetActive((int)charClass == i); } }
private void Awake() { if (Instance == this) { //DontDestroyOnLoad(gameObject); } else { Destroy(gameObject); } _canvasRef = PlayerCanvas.Instance; _player = ReInput.players.GetPlayer(_playerId); _playerRef = KyleplayerMove.Instance; _PauseMenu = transform.GetChild(0).gameObject; _ControlsMenu = transform.GetChild(1).gameObject; _pauseMenuButtons = new List <Button>(); for (int i = 0; i < _PauseMenu.transform.childCount; i++) { if (_PauseMenu.transform.GetChild(i).GetComponent <Button>()) { _pauseMenuButtons.Add(_PauseMenu.transform.GetChild(i).gameObject.GetComponent <Button>()); } } _currButton = 0; Debug.Log("init"); _currScene = SceneManager.GetActiveScene().buildIndex; _pauseMenuButtons[_currButton].Select(); _PauseMenu.SetActive(false); _ControlsMenu.SetActive(false); }
private void SetupCachedComponents() { m_Manager = GetComponent <PlayerManager>(); m_UI = GetComponent <PlayerCanvas>(); m_Weapon = GetComponent <PlayerWeapon>(); m_Inventory.SetCanvasUI(m_UI); //m_AudioManager = GetComponent<AudioManager>(); }
private void Awake() { myscript = LevelSelection_Script.Instance; _playerRef = GetComponent <KyleplayerMove>(); _canvasRef = PlayerCanvas.Instance; _PcurrHealth = _PmaxHealth; _currentHealthBar = GameObject.Find("HealthBar").GetComponent <Image>(); }
private void SetupCachedComponents() { m_Input = GetComponent <PlayerInput>(); m_Weapon = GetComponent <PlayerWeapon>(); m_Graphics = GetComponent <PlayerGraphics>(); m_UI = GetComponent <PlayerCanvas>(); m_Collider = GetComponent <Collider2D>(); m_Inventory = GetComponent <PlayerInventoryController>(); }
//Ensure there is only one PlayerCanvas void Awake() { if (canvas == null) { canvas = this; } else if (canvas != this) { Destroy(gameObject); } }
private void Awake() { if (instance == null) { instance = this; } else { Destroy(this.gameObject); } }
/** * Thie method assigns singleton instance */ void Awake() { // Check if canvas is null and assign static instance if (canvas == null) { canvas = this; } else if (canvas != this) { Destroy(gameObject); } }
// public void initializeCanvas() { onDead(); //active canvas canvas = GetComponentInChildren <PlayerCanvas>(); if (canvas == null) { return; } canvas.Init(this); canvas.updatePlayerUI(); }
void CheckForBuilding() { RaycastHit hit; Ray ray = new Ray(CheckPosition.position, Direction); if (Physics.Raycast(ray, out hit, 5f, BuildingMask)) { canvasHit = hit.collider.GetComponent <PlayerCanvas>(); canvasHit.AddToCanvas(hit.textureCoord, MyBrush); StartCoroutine(WaitForDestroy()); } }
public void PlayerLevelStart() { Debug.Log("level start called"); transform.position = _startPos; _canvasRef = PlayerCanvas.Instance; _ComboPartsParent = _canvasRef.transform.GetChild(0).gameObject; _ComboText = _ComboPartsParent.transform.GetChild(0).GetComponent <Text>(); _DecayBar = _ComboPartsParent.transform.GetChild(1).GetComponent <Image>(); _pStats.FindHealthBar(); _pauseRef = PauseMenu.Instance; _levelStartCycloneUnlock = _cycloneIsUnlocked; _levelStartDashUnlock = _dashIsUnlocked; }
public void PickUpItem(GameObject item) { FMOD_StudioSystem.instance.PlayOneShot("event:/player/weaponEquip02", transform.position, PlayerPrefs.GetFloat("MasterVolume") / 6f); GameObject temp = (GameObject)Instantiate(item, Vector3.zero, Quaternion.identity); temp.transform.parent = playerInventoryRef.transform; temp.transform.localPosition = Vector3.zero; if (inventory.Count < 10 && (temp.GetComponent <Weapon>() != null || temp.GetComponent <Hack>() != null)) { inventory.Add(temp.GetComponent <Item>()); } else if (inventory.Capacity < 11) { inventory.Capacity = 11; inventory[10] = temp.GetComponent <Item>(); } else { inventory.Add(temp.GetComponent <Item>()); } if (temp.GetComponent <Hack>() == null) { temp.SetActive(false); } else { temp.SetActive(true); } PlayerCanvas.UpdateInventory(); if (item.GetComponent <Armor>() != null) { EquipArmor(temp); } if (activeWeapon == null && item.GetComponent <Weapon>() != null) { SetActiveItem(0); } if (activeHack == null && item.GetComponent <Hack>() != null) { SetActiveItem(1); } ActionEventInvoker.primaryInvoker.invokeAction(new PlayerAction(temp.GetComponent <Item> ().getDirectObject(), ActionType.PICKED_UP_OBJECT)); }
void DrawOnCanvas() { RaycastHit hit; Ray ray = new Ray(transform.position, Direction); if (Physics.Raycast(ray, out hit, 10f, CanvasMask)) { textureCoord = hit.textureCoord; hitCanvas = hit.collider.GetComponent <PlayerCanvas>(); } if (hitCanvas != null) { hitCanvas.AddToCanvas(textureCoord, MyBrush); } }
// Use this for initialization protected void Start() { if (hitInfo == null) { hitInfo = Resources.Load <GameObject>("Info/HitInfo"); } if (byteObject == null) { byteObject = Resources.Load <GameObject>("Info/Byte"); } int minversionInt = Utility.ComparableVersionInt(minVersion); int maxversionInt = Utility.ComparableVersionInt(maxVersion); int minRange = Mathf.Min(Mathf.Max(minversionInt, Utility.ComparableVersionInt(Player.version) - 10), maxversionInt); int maxRange = Mathf.Max(Mathf.Min(Utility.ComparableVersionInt(Player.version) + 2, maxversionInt), minversionInt); int versionInt = (Random.Range(minRange, maxRange) % 100) + 1; Debug.Log(this.name + ": versionint = " + versionInt); this.maxHP *= (int)((versionInt) * (healthScale + 1)); Debug.Log(this.name + ": maxhp = " + this.maxHP); this.baseAttackDamage += (versionInt) * (attackScale); Debug.Log(this.name + ": attack = " + this.baseAttackDamage); this.baseHealthRegen += (versionInt) * (healthRegenScale); this.baseAttackSpeed /= (versionInt) * (attackSpeedScale + 1); this.version = Utility.ModVersionBy("1.0.0", versionInt); Debug.Log(this.name + ": version = " + version); hp = maxHP; if (possibleItemDrops.Count != possibleItemDropsChance.Count) { Debug.LogWarning("Hey dummy! You need to have equal number of item drops and item drop chances!"); } else { for (int i = 0; i < possibleItemDrops.Count; i++) { itemDrops.Add(possibleItemDrops[i], possibleItemDropsChance[i]); } } currentEffect = Effect.None; PlayerCanvas.RegisterEnemyHealthBar(this.gameObject); speedRandomness = Random.value * 5f; }
public void Start() { _Player = ReInput.players.GetPlayer(_playerId); _playerCam = FindObjectOfType <PlayerCamera>().gameObject.GetComponent <Camera>(); _myPos = Vector3.zero; _myCanvas = PlayerCanvas.Instance; _myCanvas.SetGameReset += InteractableReset; GameObject _ImageRef = Instantiate <GameObject>(InteractImagePrefab, _myPos, _myCanvas.transform.rotation, _myCanvas.transform); _myImage = _ImageRef; _myImage.SetActive(false); _playerRef = KyleplayerMove.Instance; switch (_whatAmI) { case TypeOfObject.DOOR: break; case TypeOfObject.POTION: transform.parent = null; break; case TypeOfObject.UPGRADE: _winRef = FindObjectOfType <WinCondition>(); GameObject _killtext = Instantiate <GameObject>(_KillsTextPrefab, _myPos, _myCanvas.transform.rotation, _myCanvas.transform); _KillsToUnlockText = _killtext; _KillsToUnlockText.SetActive(false); transform.parent = null; break; case TypeOfObject.PUZZLE: break; case TypeOfObject.Mural: _MuralObj.SetActive(false); _MuralState = false; break; default: break; } }
Vector3 GetDrawPointVector() { RaycastHit hit; //Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition); Ray ray = new Ray(DrawPivot.position, direction); Debug.DrawRay(DrawPivot.position, direction, Color.red); if (Physics.Raycast(ray, out hit, 100f, DrawMask)) { textureCoord = hit.textureCoord; hitCanvas = hit.collider.GetComponent <PlayerCanvas>(); return(hit.point); } //Clear(); return(Vector3.zero); }
private void SetupCachedReferences() { m_WeaponObject = transform.Find(Consts.WEAPON_OBJECT_NAME).gameObject; m_PlayerCanvas = transform.GetComponentInChildren <PlayerCanvas>(); }
PlayerCanvas() { singleton = this; }
public static void Postfix(PlayerCanvas __instance) { if (Main.IsConnected) { try { WriteLog.General("Da parent GameObject is " + __instance.gameObject.gameObject.transform.parent.gameObject.name + " in scene " + __instance.gameObject.scene.name); foreach (GameObject gameObject in SceneManager.GetActiveScene().GetRootGameObjects()) { WriteLog.General("Current GameObject is " + gameObject.name + " in scene " + gameObject.scene.name); if (gameObject.name == "AITargets") { UnityEngine.Object.Destroy(gameObject); } if (gameObject.name == "Players") { WriteLog.General("Found players gameobject"); List <string> playersList = new List <string>(); Main clientInst = InstanceKeeper.GetMainClient(); playersList = clientInst.opponentsNames; List <string> addedNames = new List <string>(); int count = gameObject.transform.GetChildCount(); WriteLog.General("Found " + count + " children"); for (int counter = 0; counter < count; counter++) { WriteLog.General("Current player : " + counter); foreach (Component component in gameObject.transform.GetChild(counter).gameObject.GetComponentsInChildren <Component>()) { WriteLog.General("TEMP, for testing: found sub-component called " + component.name + " of type " + component.GetType().Name + " and pos " + component.transform.position); } OnShipUI playerUI = gameObject.transform.GetChild(counter).gameObject.GetComponentInChildren <OnShipUI>(); if (playerUI == null /* && gameObject.transform.GetChild(counter).gameObject.name=="Player (Clone)"*/) { WriteLog.General("Found an AI player"); gameObject.transform.GetChild(counter).gameObject.GetComponentInChildren <VehicleBehaviour>().SetAI(false); foreach (string name in playersList) { if (!addedNames.Contains(name) && (File.ReadAllText("username.txt") != name)) { WriteLog.General("Adding player: " + name); gameObject.transform.GetChild(counter).gameObject.AddComponent <ZeroGPlayer>(); ZeroGPlayer playerLocalName = gameObject.transform.GetChild(counter).gameObject.GetComponent <ZeroGPlayer>(); playerLocalName.PlayerName = name; addedNames.Add(name); goto Endforeach; } } Endforeach :; clientInst.playerShips.Add(gameObject.transform.GetChild(counter).gameObject); } } InstanceKeeper.SetMainClient(clientInst); } } } catch (Exception ex) { WriteLog.Error("Error while trying to get GameObject, : " + ex.Message + ex.StackTrace); } } else { } }
public void SetCanvasUI(PlayerCanvas canvas) { m_UI = canvas; }
public void Awake() { instance = this; playerProfilePanels = new List <PlayerProfilePanel>(); }
void Update() { PlayerCanvas.ClearHint(); if (!GameManager.FirstPersonMode) { return; } Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition); RaycastHit hit; if (Physics.Raycast(ray, out hit, RaycastRange, ObjectsLayer, QueryTriggerInteraction.Collide)) { if (!hit.collider.CompareTag(InteractiveTag)) { return; } _currentSelection = hit.collider.GetComponent <InteractiveObject>(); if (_currentSelection != null) { PlayerCanvas.ShowHint(_currentSelection.Title.ToUpper()); } if (HasSelection) { if (Input.GetButtonDown(UseCmd)) { if (hit.distance > InteractionRange) { DialogueManager.PlayDialogue("toofar"); return; } _currentSelection.Use(); _currentSelection = null; } else if (Input.GetButtonDown(ExamineCmd)) { if (hit.distance > InteractionRange) { DialogueManager.PlayDialogue("toofar"); return; } _currentSelection.Examine(); _currentSelection = null; } else if (Input.GetButtonDown(CombineCmd)) { if (hit.distance > InteractionRange) { DialogueManager.PlayDialogue("toofar"); return; } _currentSelection.Combine(); _currentSelection = null; } } } else { _currentSelection = null; } }
public static void SetTargetClass(PlayerCanvas.CharacterClass charClass) { targetClass = charClass; }
/** * Initialize the mover **/ void Start() { move = GetComponent <CameraMover>(); player = GameObject.Find("PlayerCanvas").GetComponent <PlayerCanvas> (); }
void Start() { weaponRef = GameObject.Find("PlayerWeaponObj"); if (PersistentInfo.playerName != null && !PersistentInfo.playerName.Equals("")) { if (PersistentInfo.playerName.Contains("\n")) { PersistentInfo.playerName = PersistentInfo.playerName.Substring(0, PersistentInfo.playerName.Length - 1); } this.name = PersistentInfo.playerName; } else if (PersistentInfo.saveFile > 0 && !MasterDriver.bossLevel) { MasterDriver.Instance.loadGame = true; } levelUpParticles = GameObject.Find("LevelUpParticles").GetComponent <ParticleSystem>(); //Need to figure out a better way to load the hitinfo prefab hitInfo = Resources.Load <GameObject>("Info/HitInfo"); //setting initial integrity and rma values integrity = maxIntegrity; rma = maxrma; //initializing the references to the player inventory, armor points, and weaponhand playerInventoryRef = GameObject.Find("PlayerInventory"); playerPos = transform; bytesToNextVersion = ((int.Parse(version.Split('.')[0])) * 10 + (int.Parse(version.Split('.')[1])) * 50) * levelUpSpeedScale; //setting up inventory inventory = new List <Item>(); if (weaponRef.transform.childCount != 0) { inventory.Add(weaponRef.transform.GetChild(0).GetComponent <Item>()); } for (int i = 0; i < playerInventoryRef.transform.childCount; i++) { inventory.Add(playerInventoryRef.transform.GetChild(i).GetComponent <Item>()); } //setting up playerarmor playerArmor = new GameObject[4]; leftUpLegRef = transform.Find("Character1_Reference/Character1_Hips/Character1_LeftUpLeg").GetComponent <Transform>(); rightUpLegRef = transform.Find("Character1_Reference/Character1_Hips/Character1_RightUpLeg").GetComponent <Transform>(); leftLegRef = transform.Find("Character1_Reference/Character1_Hips/Character1_LeftUpLeg/Character1_LeftLeg").GetComponent <Transform>(); rightLegRef = transform.Find("Character1_Reference/Character1_Hips/Character1_RightUpLeg/Character1_RightLeg").GetComponent <Transform>(); leftFootRef = transform.Find("Character1_Reference/Character1_Hips/Character1_LeftUpLeg/Character1_LeftLeg/Character1_LeftFoot").GetComponent <Transform>(); rightFootRef = transform.Find("Character1_Reference/Character1_Hips/Character1_RightUpLeg/Character1_RightLeg/Character1_RightFoot").GetComponent <Transform>(); spineRef = transform.Find("Character1_Reference/Character1_Hips/Character1_Spine").GetComponent <Transform>(); leftShoulderRef = transform.Find("Character1_Reference/Character1_Hips/Character1_Spine/Character1_Spine1/Character1_LeftShoulder").GetComponent <Transform>(); rightShoulderRef = transform.Find("Character1_Reference/Character1_Hips/Character1_Spine/Character1_Spine1/Character1_RightShoulder").GetComponent <Transform>(); leftArmRef = transform.Find("Character1_Reference/Character1_Hips/Character1_Spine/Character1_Spine1/Character1_LeftShoulder/Character1_LeftArm").GetComponent <Transform>(); leftForearmRef = transform.Find("Character1_Reference/Character1_Hips/Character1_Spine/Character1_Spine1/Character1_LeftShoulder/Character1_LeftArm/Character1_LeftForeArm").GetComponent <Transform>(); leftHandRef = transform.Find("Character1_Reference/Character1_Hips/Character1_Spine/Character1_Spine1/Character1_LeftShoulder/Character1_LeftArm/Character1_LeftForeArm/Character1_LeftHand").GetComponent <Transform>(); rightArmRef = transform.Find("Character1_Reference/Character1_Hips/Character1_Spine/Character1_Spine1/Character1_RightShoulder/Character1_RightArm").GetComponent <Transform>(); rightForearmRef = transform.Find("Character1_Reference/Character1_Hips/Character1_Spine/Character1_Spine1/Character1_RightShoulder/Character1_RightArm/Character1_RightForeArm").GetComponent <Transform>(); rightHandRef = transform.Find("Character1_Reference/Character1_Hips/Character1_Spine/Character1_Spine1/Character1_RightShoulder/Character1_RightArm/Character1_RightForeArm/Character1_RightHand").GetComponent <Transform>(); headRef = transform.Find("Character1_Reference/Character1_Hips/Character1_Spine/Character1_Spine1/Character1_Neck/Character1_Head").GetComponent <Transform>(); //setting up initial weapon and hack (not the best way to do this since //it requires that the first item in the inventory prefab needs to be a hack if (inventory.Count > 1) { activeWeapon = (Weapon)inventory[0]; activeHack = (Hack)inventory[1]; SetActiveItem(0); SetActiveItem(1); } if (!Application.loadedLevel.Equals("KartikTesting")) { respawnLoc = transform.position; } //sets up quickaccessitems and makes the canvas update the inventory ui PlayerCanvas.UpdateInventory(); // Debug.LogError(GetName()); }