public override void Init() { inventoryController = GetComponent <PlayerInventoryController>(); playerAnimController = GetComponent <PlayerAnimationController>(); isPlayerInAction.value = false; }
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(); }
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; }
//------------------------------------------------------------------- // Metodos //------------------------------------------------------------------- void Awake() { playerInverntoryControlerReference = GetComponent <PlayerInventoryController>(); pm = FindObjectOfType <PlayerManager>(); fadeController = FindObjectOfType <FadeController>(); textosManager = FindObjectOfType <AnimacionTexto>(); }
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(); } }
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(); } }
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(); } }
protected override void Start() { base.Start(); ActionController = new PlayerActionController(this); _playerWidnow.InitComponents(); PlayerInventoryController = new PlayerInventoryController(this); PlayerEquipmentController = new PlayerEquipmentController(this); }
[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(); }
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>(); }
// 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); } }
public void SetupInventory(Inventory inventory) { this.inventory = inventory; slotList = new List <ItemSlot>(); inventoriesController = FindObjectOfType <InventoriesController>(); playerInventoryController = FindObjectOfType <PlayerInventoryController>(); RefreshInventory(); inventory.OnItemListChanged += Inventory_OnListItemChanged; }
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; }
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(); }
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; } }
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; } }
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); }
private GameObject player; //reference to the player //initialises variables void Start() { player = GameObject.Find("Player"); playerStats = player.GetComponent <PlayerStatController> (); playerInvent = player.GetComponent <PlayerInventoryController> (); }
private void Awake() { Instance = this; }
private void Awake() { spriteRenderer = GetComponent <SpriteRenderer>(); itemCollider = GetComponent <BoxCollider2D>(); playerInventoryController = FindObjectOfType <PlayerInventoryController>(); }
void Start() { playInventory = player.GetComponent <PlayerInventoryController> (); }
/// <summary> /// Awake method for UseAndExamineButton. /// </summary> private void Awake() { inventoryController = FindObjectOfType <PlayerInventoryController>(); input = FindObjectOfType <PlayerInput>(); }
private void SetupCachedComponents() { m_Manager = GetComponent <PlayerManager>(); m_InventoryController = GetComponent <PlayerInventoryController>(); }
public override void Init() { inventoryController = GetComponent <PlayerInventoryController>(); currentShortestDistance = controllerData.maxSearchDistance * 2; activateInteractionInput = Resources.Load("Input Actions/Input Action Interaction") as ScriptableInputBoolAction; }
[SerializeField] private int scrollID = -1; //which scroll this is (if applicable) //sets the inventory controller up public void setInventoryController(PlayerInventoryController controller) { inventory = controller; }