private void Start() { playerCurrency = ComponentLocator.instance.singleObjectInstanceReferences.playerProfile.playerCurrency; inventory = ComponentLocator.instance.singleObjectInstanceReferences.playerProfile.playerItemInventory; itemLibrary = ComponentLocator.instance.GetDependency <ShopItemLibraryComponent>(); iAPShopCanvas = ComponentLocator.instance.GetDependency <IAPPurchaseCanvasComponent>(); }
internal void ShowItem(PlayerItemInventory inventory, PlayerItem playerItem, IShopItemModel itemModel) { this.inventory = inventory; item = playerItem; SetIsPicked(playerItem.isActiveItem); gameObject.SetActive(true); image.sprite = itemModel.GetItemSprite(); levelText.text = playerItem.itemLevel.ToString(); }
// Use this for initialization void Start() { if (pInv = gameObject.GetComponentInParent <PlayerItemInventory>()) { print("Yay Weapon Found Inventory"); isAiWeapon = false; } if (useFpsConvergence) { //TODO: aim this object at the Player Camera Forward vector projected a given convergence distance. // } }
private void Awake() { inventory = ComponentLocator.instance.singleObjectInstanceReferences.playerProfile.playerItemInventory; playerCurrency = ComponentLocator.instance.singleObjectInstanceReferences.playerProfile.playerCurrency; }
void Awake() { abilitySetupComponent = GetComponent <AbilitySetupComponent>(); inventory = ComponentLocator.instance.singleObjectInstanceReferences.playerProfile.playerItemInventory; }
public PlayerProfile() { playerItemInventory = new PlayerItemInventory(); playerCurrency = new PlayerCurrency(); }