コード例 #1
0
        public override void Init()
        {
            inventoryController  = GetComponent <PlayerInventoryController>();
            playerAnimController = GetComponent <PlayerAnimationController>();

            isPlayerInAction.value = false;
        }
コード例 #2
0
        public override void Init()
        {
            movementController    = GetComponent <PlayerMovementController>();
            actionController      = GetComponent <PlayerActionController>();
            rotationController    = GetComponent <PlayerRotationController>();
            animationController   = GetComponent <PlayerAnimationController>();
            inventoryController   = GetComponent <PlayerInventoryController>();
            weaponController      = GetComponent <PlayerWeaponController>();
            healthController      = GetComponent <HealthController>();
            reloadController      = GetComponent <PlayerReloadController>();
            interactionController = GetComponent <InteractionSearcherController>();
            executionController   = GetComponent <PlayerExecutionController>();
            limbsController       = GetComponentInChildren <LimbsController>();
            hitboxController      = GetComponentInChildren <HitboxController>();
            abilityController     = GetComponent <AbilityController>();

            tickPlayer.value = true;

            movementController.Init();
            actionController.Init();
            rotationController.Init();
            animationController.Init();
            weaponController.Init();
            inventoryController.Init();
            healthController.Init();
            reloadController.Init();
            interactionController.Init();
            executionController.Init();
            limbsController.Init();
            hitboxController.Init();
            abilityController.Init();
        }
コード例 #3
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    void Start()
    {
        #if UNITY_EDITOR
        if (GlobalPlayerVariables.save == null)
        {
            print("Loading fake debug save..");
            GlobalPlayerVariables.LoadFakeDebugSave();
        }
        #endif

        Cursor.lockState   = CursorLockMode.Locked;
        cameraController   = transform.GetComponent <CameraController>();
        healthController   = transform.GetComponent <HealthController>();
        movementController = transform.GetComponent <MovementController>();

        // not a direct component of player due to it needing to be attached to MainCamera, but managed as though it were.
        inventoryController = transform.GetComponentInChildren <PlayerInventoryController>();

        // ui components minus anything relating directly to the inventory (ammo, guns)
        uiController = transform.GetComponentInChildren <GameUIController>();
        colorOverlay = transform.GetComponentInChildren <UIColorOverlayController>();
        infoSection  = transform.GetComponentInChildren <UIInfoSectionController>();
        LoadPlayerState();
        uiController.SetValue("UI_HealthPos", (int)Mathf.Clamp(healthController.health, 0f, 999f) + "%");
        uiController.SetValue("UI_ArmorPos", (int)Mathf.Clamp(healthController.armor, 0f, 999f) + "%");
        inventoryController.UpdateGUI();
        //Application.targetFrameRate = 15;
    }
コード例 #4
0
    //-------------------------------------------------------------------
    // Metodos
    //-------------------------------------------------------------------

    void Awake()
    {
        playerInverntoryControlerReference = GetComponent <PlayerInventoryController>();
        pm             = FindObjectOfType <PlayerManager>();
        fadeController = FindObjectOfType <FadeController>();
        textosManager  = FindObjectOfType <AnimacionTexto>();
    }
コード例 #5
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    public override void OnInspectorGUI()
    {
        base.OnInspectorGUI();

        PlayerInventoryController myTarget = (PlayerInventoryController)target;

        if (myTarget.inventory_item_panel == null)
        {
            EditorGUILayout.HelpBox("You need an Inventory Item Image", MessageType.Error);
        }

        if (myTarget.inventory_trough == null)
        {
            EditorGUILayout.HelpBox("You Need an Inventory Trough", MessageType.Error);
        }

        if (myTarget.canvas == null)
        {
            EditorGUILayout.HelpBox("You Need a Canvas", MessageType.Error);
        }

        if (myTarget.inventory != null)
        {
            Rect r = EditorGUILayout.BeginVertical();
            EditorGUI.ProgressBar(r, (myTarget.inventory.Count / myTarget.carry_capacity), "Used Inventory");
            GUILayout.Space(18);
            EditorGUILayout.EndVertical();
        }
    }
コード例 #6
0
    public static void OnEndDrag()
    {
        // This is only ever called if end drag did not hit something with a valid OnDrop interface
        if (isDragging)
        {
            if (EventSystem.current.IsPointerOverGameObject() == false)
            {
                switch (fromMaster)
                {
                case Master.PlayerInventory:
                    PlayerInventoryController.DropItemToFloorFromInventory(dragItemID, dragItemAmount);
                    break;

                case Master.ItemContainer:
                    PlayerInventoryController.DropItemToFloorFromContainer(dragItemID, dragItemAmount);
                    break;

                case Master.Hotbar:
                    PlayerInventoryController.DropHotbarEntryToFloor(dragItemID, fromIndex);
                    break;
                }
            }

            Reset();
        }
    }
コード例 #7
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        private void EquipPlayer()
        {
            playerController.tickPlayer.value = true;
            moveToMousePosController.isActive = true;
            window.SetActive(false);

            PlayerInventoryController inventoryController = FindObjectOfType <PlayerInventoryController>();

            //Destroy Existing Inventory Weapons
            for (int i = 0; i < inventoryController.inventoryWeapons.Count; i++)
            {
                Destroy(inventoryController.inventoryWeapons[i].gameObject);
                inventoryController.inventoryWeapons.RemoveAt(i);
            }

            List <WeaponItem> weapons = new List <WeaponItem>();

            //Add New Inventory Weapons
            for (int i = 0; i < selectedWeapons.Count; i++)
            {
                weapons.Add(selectedWeapons[i].assignedItem);
            }

            if (weapons.Count > 0)
            {
                inventoryController.SpawnInventoryWeapons(weapons);
            }
            else
            {
                inventoryController.SwitchToFists();
            }
        }
コード例 #8
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 protected override void Start()
 {
     base.Start();
     ActionController = new PlayerActionController(this);
     _playerWidnow.InitComponents();
     PlayerInventoryController = new PlayerInventoryController(this);
     PlayerEquipmentController = new PlayerEquipmentController(this);
 }
コード例 #9
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    [SerializeField] private AnimationClip openAnimation; //used to get the time taken to open the chest

    void Start()
    {
        gameController = GameObject.Find("GameController").GetComponent <GameController>();
        slots          = gameController.getChestSlots();
        UI             = gameController.getChestUI();
        pauseMenu      = gameController.getPauseMenu();
        inventory      = gameController.getPlayerInventory();
    }
コード例 #10
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 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>();
 }
コード例 #11
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 // checks for player proximity and pickup button
 void Update()
 {
     if (playerInProximity && Input.GetKey(KeyCode.Space))
     {
         PlayerInventoryController inventory = GameObject.Find("Player").GetComponent <PlayerInventoryController>();
         item.setInventoryController(inventory);
         inventory.PickupItem(item);
         Destroy(gameObject);
     }
 }
コード例 #12
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    public void SetupInventory(Inventory inventory)
    {
        this.inventory            = inventory;
        slotList                  = new List <ItemSlot>();
        inventoriesController     = FindObjectOfType <InventoriesController>();
        playerInventoryController = FindObjectOfType <PlayerInventoryController>();

        RefreshInventory();

        inventory.OnItemListChanged += Inventory_OnListItemChanged;
    }
コード例 #13
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        public override void Init()
        {
            weaponController    = GetComponent <PlayerWeaponController>();
            inventoryController = GetComponent <PlayerInventoryController>();
            animController      = GetComponent <PlayerAnimationController>();
            uiReloadProgressBar = FindObjectOfType <UI_ReloadProgressBar>();

            isReloading       = Resources.Load("Player/PlayerIsReloading") as ScriptableBool;
            isReloading.value = false;

            reloadInput = Resources.Load("Input Actions/Input Action Reload") as ScriptableInputBoolAction;
        }
コード例 #14
0
    public static void OnDrop(int _toIndex, Master _toMaster)
    {
        if (!isDragging)
        {
            return;
        }

        if (fromMaster == Master.ItemContainer)
        {
            switch (_toMaster)
            {
            case Master.PlayerInventory:
                PlayerInventoryController.SendItemFromContainerToInventory(dragItemID, dragItemAmount);
                break;

            case Master.ItemContainer:
                ItemContainerCanvas.instance.targetInventory.SwitchIndices(fromIndex, _toIndex);
                break;
            }
        }

        else if (fromMaster == Master.PlayerInventory)
        {
            switch (_toMaster)
            {
            case Master.PlayerInventory:
                EntityManager.instance.PlayerInventory.SwitchIndices(fromIndex, _toIndex);
                break;

            case Master.ItemContainer:
                PlayerInventoryController.SendItemFromInventoryToContainer(dragItemID, dragItemAmount);
                break;

            case Master.Hotbar:
                PlayerInventoryController.AddHotbarEntry(dragItemID, _toIndex);
                break;
            }
        }
        else if (fromMaster == Master.Hotbar)
        {
            switch (_toMaster)
            {
            case Master.Hotbar:
                PlayerInventoryController.SwitchHotbarIndices(fromIndex, _toIndex);
                break;
            }
        }

        Reset();
    }
コード例 #15
0
        public override void Init()
        {
            base.Init();
            animController      = GetComponent <PlayerAnimationController>();
            playerController    = GetComponent <PlayerController>();
            hitboxController    = GetComponentInChildren <HitboxController>();
            limbsController     = GetComponentInChildren <LimbsController>();
            inventoryController = GetComponent <PlayerInventoryController>();

            if (unlimitedHealth.value)
            {
                currentHealth = 9999999;
            }
        }
コード例 #16
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        public virtual void PickupWeaponPlayer() //Called when spawned with or picked up from the ground
        {
            animController = GetComponentInParent <AnimationController>();
            DisableCollisionColliders();
            playerInventoryController = GetComponentInParent <PlayerInventoryController>();
            if (playerInventoryController == null)
            {
                aiInventoryController = GetComponentInParent <AIInventoryController>();
                isPlayerWeapon        = false;
            }
            else
            {
                playerWeaponController = playerInventoryController.weaponController;
                isPlayerWeapon         = true;
            }

            for (int i = 0; i < knockdownWeaponColliders.Count; i++)
            {
                knockdownWeaponColliders[i].collisionCollider.enabled = false;
            }
        }
コード例 #17
0
    private void Awake()
    {
        gunController       = GetComponent <GunController>();
        controller          = GetComponent <PlayerController>();
        meleeController     = GetComponent <MeleeController>();
        inventoryController = GetComponent <PlayerInventoryController>();

        viewCamera = Camera.main;
        FindObjectOfType <Spawner>().OnNewWave += OnNewWave;

        if (startingGun != null)
        {
            gunController.AddGun(startingGun);
        }
        else
        {
            gunController.AddGun(0);
        }

        meleeController.EquippedMeleeWeapon(startingMeleeWeapon);
    }
コード例 #18
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    private GameObject player;                      //reference to the player

    //initialises variables
    void Start()
    {
        player       = GameObject.Find("Player");
        playerStats  = player.GetComponent <PlayerStatController> ();
        playerInvent = player.GetComponent <PlayerInventoryController> ();
    }
コード例 #19
0
 private void Awake()
 {
     Instance = this;
 }
コード例 #20
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 private void Awake()
 {
     spriteRenderer            = GetComponent <SpriteRenderer>();
     itemCollider              = GetComponent <BoxCollider2D>();
     playerInventoryController = FindObjectOfType <PlayerInventoryController>();
 }
コード例 #21
0
 void Start()
 {
     playInventory = player.GetComponent <PlayerInventoryController> ();
 }
コード例 #22
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 /// <summary>
 /// Awake method for UseAndExamineButton.
 /// </summary>
 private void Awake()
 {
     inventoryController = FindObjectOfType <PlayerInventoryController>();
     input = FindObjectOfType <PlayerInput>();
 }
コード例 #23
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 private void SetupCachedComponents()
 {
     m_Manager             = GetComponent <PlayerManager>();
     m_InventoryController = GetComponent <PlayerInventoryController>();
 }
コード例 #24
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 public override void Init()
 {
     inventoryController      = GetComponent <PlayerInventoryController>();
     currentShortestDistance  = controllerData.maxSearchDistance * 2;
     activateInteractionInput = Resources.Load("Input Actions/Input Action Interaction") as ScriptableInputBoolAction;
 }
コード例 #25
0
    [SerializeField] private int scrollID = -1;                   //which scroll this is (if applicable)

    //sets the inventory controller up
    public void setInventoryController(PlayerInventoryController controller)
    {
        inventory = controller;
    }