private void Awake() { if (statsPanel == null) { statsPanel = FindObjectOfType <StatsPanel> (); } if (inventory == null) { inventory = FindObjectOfType <Inventory> (); } if (equipmentPanel == null) { equipmentPanel = FindObjectOfType <EquipmentPanel> (); } if (activeItemSlot == null) { activeItemSlot = FindObjectOfType <ActiveItemSlot> (); } statsPanel.SetStats(Power, Defanse, Range); statsPanel.UpdateStatValues(); statsPanel.UpdateStatNames(); SetStats(); inventory.OnItemClickEvent += EquipFromInventory; equipmentPanel.OnItemClickEnvet += UnequipFromEquipPanel; }
private void Awake() { statsPanel.SetStats(GameObject.FindGameObjectWithTag("CharacterStat").GetComponent <CharacterStats>()); statsPanel.UpdateStatValues(); // Setup Events // RightClick inventory.OnRightClickEvent += InventoryRightClick; equipmentPanel.OnRightClickEvent += EquipmentPanelRightClick; // Pointer Enter inventory.OnPointerEnterEvent += ShowTooltip; equipmentPanel.OnPointerEnterEvent += ShowTooltip; // Point Exit inventory.OnPointerExitEvent += HideTooltip; equipmentPanel.OnPointerExitEvent += HideTooltip; // Begin Drag inventory.OnBeginDragEvent += BeginDrag; equipmentPanel.OnBeginDragEvent += BeginDrag; // End Drag inventory.OnEndDragEvent += EndDrag; equipmentPanel.OnEndDragEvent += EndDrag; // Drag inventory.OnDragEvent += Drag; equipmentPanel.OnDragEvent += Drag; // Drop inventory.OnDropEvent += Drop; equipmentPanel.OnDropEvent += Drop; itemSaveManager.LoadEquipment(this); itemSaveManager.LoadInventory(this); }
private void Awake() { if (character == null) { DontDestroyOnLoad(gameObject); character = this; } else if (character != this) { Destroy(gameObject); } statPanel.SetStats(Strength, Agility, Fighting, Awareness, Stamina, Dexterity, Intelligence, Presence, Dodge, Parry, Fortitude, Toughness, Will); statPanel.UpdateStatValues(); advantagePanel.SetStats(AccurateAttack, AgileFeint, AlloutAttack, AnimalEmpathy, Artificer, Assessment, Attractive, BeginnersLuck, Benefit0, Benefit1, Benefit2, Benefit3, Chokehold, CloseAttack, Connected, Contacts, Daze, DefensiveAttack, DefensiveRoll, Diehard, EideticMemory, EquipmentAdvantage, Evasion, ExtraordinaryEffort, Fascinate, FastGrab, FavoredEnvironment, FavoredFoe, Fearless, GrabbingFinesse, GreatEndurance, HideinPlainSight, ImprovedAim, ImprovedCritical, ImprovedDefense, ImprovedDisarm, ImprovedGrab, ImprovedHold, ImprovedInitiative, ImprovedSmash, ImprovedTrip, ImprovisedTools, ImprovisedWeapon, Inspire, InstantUp, Interpose, Inventor, Jackofalltrades, Languages, Leadership, Luck, Minion, MovebyAction, PowerAttack, PreciseAttack, ProneFighting, QuickDraw, RangedAttack, Redirect, Ritualist, SecondChance, SeizeInitiative, Setup, Sidekick, SkillMastery0, SkillMastery1, SkillMastery2, SkillMastery3, Startle, Takedown, Taunt, Teamwork, ThrowingMastery, Tracking, Trance, UltimateEffort, UncannyDodge, WeaponBind, WeaponBreak, Wellinformed); advantagePanel.UpdateStatValues(); skillPanel.SetStats(Acrobatics, Athletics, CloseCombat0, CloseCombat1, CloseCombat2, CloseCombat3, Deception, Expertise0, Expertise1, Expertise2, Expertise3, Insight, Intimidation, Investigation, Perception, Persuasion, RangedCombat0, RangedCombat1, RangedCombat2, RangedCombat3, SleightOfHand, Stealth, Technology, Treatment, Vehicles); advantagePanel.UpdateStatValues(); powerPanel.SetStats(Power0, Power1, Power2, Power3, Power4, Power5, Power6, Power7, Power8, Power9, Power10, Power11); powerPanel.UpdateStatValues(); //powerPanel.UpdateStatDescriptions(); // Setup Events: // Right Click: archetype.OnRightClickEvent += Equip; equipmentPanel.OnRightClickEvent += Unequip; // Show Tooltip: archetype.OnPointerEnterEvent += ShowToolTip; equipmentPanel.OnPointerEnterEvent += ShowToolTip; // Hide Tooltip: archetype.OnPointerExitEvent += HideToolTip; equipmentPanel.OnPointerExitEvent += HideToolTip; //// Begin Drag //archetype.OnBeginDragEvent += BeginDrag; //equipmentPanel.OnBeginDragEvent+= BeginDrag; //// End Drag //archetype.OnEndDragEvent += EndDrag; //equipmentPanel.OnEndDragEvent += EndDrag; //// Drag //archetype.OnDragEvent += Drag; //equipmentPanel.OnDragEvent += Drag; //// Drop //archetype.OnDropEvent += Drop; //equipmentPanel.OnDropEvent += Drop; currentTable = "Archetypes"; }
public void Init(PlayerStats stats, PlayerInputGrabber input) { _stats = stats; _input = input; // Create static class to handle custom class serialization and call methods from him ItemSlotNetworkedData.RegisterSerialization(); _statsPanel.SetStats(_stats.Strength, _stats.Armour, _stats.FreezeResistance, _stats.HeatResistance); _statsPanel.UpdateStatValues(); Subscribe(); _inventory.Init(); _equipment.Init(); UpdateInventoryMaxSlots(); _networkedInventoryData.OnListChanged += changeEvent => OnNetworkedListChange(changeEvent.index, changeEvent.value, _inventory.itemSlots); _networkedEquipmentData.OnListChanged += changeEvent => OnNetworkedListChange(changeEvent.index, changeEvent.value, _equipment.equipmentSlots); }