コード例 #1
0
 void OnDisable()
 {
     // Remove from our List.
     Character_Manager.Unregister(this);
 }
コード例 #2
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 void OnEnable()
 {
     // Add this to our List.
     Character_Manager.Register(this);
 }
コード例 #3
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ファイル: Item_Data.cs プロジェクト: AnaMaria2019/BinTree
 public void OnEndDrag(PointerEventData data)
 {
     if (data.button == PointerEventData.InputButton.Left)
     {
         // IF we are not hovering the mouse over the inventory then drop the item on the ground.
         if (data.hovered.Count == 0)
         {
             // Spawn the item from it being thrown out of the inventory.
             GameObject goItem = Grid.helper.SpawnObject(Grid.setup.GetGameObjectPrefab(item.Title), Character_Manager.GetPlayer().transform.position, Quaternion.identity, Character_Manager.GetPlayer(), RADIUS);
             // Launch the item in a random direction.
             Grid.helper.LaunchItemAwayFromPosition(goItem, Character_Manager.GetPlayer().transform.position);
             // Clear the old slot.
             GetComponentInParent <Inventory>().items [slotNumber] = new Item();
             // Destroy this gameobject.
             Destroy(this.gameObject);
             // We done so lets GTFO of here.
             return;
         }
         // IF we actually are dragging an item.
         if (item != null)
         {
             // Set this items parent back to the original slot.
             this.transform.SetParent(GetComponentInParent <Inventory>().slots [slotNumber].transform);
             // Set its local position back to 0 so it can be centered in the slot.
             this.transform.localPosition = Vector2.zero;
             // Make sure the scale is set properly to 1.
             this.transform.localScale = Vector2.one;
             // Allow us to block raycast again.
             canvasGroup.blocksRaycasts = true;
         }
     }
 }
コード例 #4
0
ファイル: Item_Data.cs プロジェクト: AnaMaria2019/BinTree
        public void OnPointerUp(PointerEventData data)
        {
            // IF we Right Click so we can USE or EQUIP an item.
            if (item != null && data.button == PointerEventData.InputButton.Right && !data.dragging)
            {
                // Get the Player_Manager component.
                Player_Manager player = Character_Manager.GetPlayerManager().GetComponent <Player_Manager> ();
                // IF this item is a consumable,
                if (item.Type == "Consumable")
                {
                    // Add "usage" attributes associated with this item.  At this current time if you are looking at the demo we only add HP.
                    player.AddHealth((float)item.RestoreHP);
                    // Play the Pickup Sound.
                    Grid.soundManager.PlaySound(item.UsedSound);
                    if (amount - 1 == 0)
                    {
                        // Clear the old slot.
                        GetComponentInParent <Inventory>().items [slotNumber] = new Item();
                        // Destroy this gameobject as it holds no item.
                        Destroy(gameObject);
                        // Do not show the tooltip.
                        Grid.tooltip.Deactivate();
                        return;
                    }
                    --amount;
                    GetComponentInParent <Inventory>().slots [slotNumber].GetComponentInChildren <Text> ().text = amount.ToString();
                    return;
                }
                // IF this item is a piece of equipment, such as a Weapon, Armour, Ring or a Bracelet.
                if (item.Type == "Weapon" || item.Type == "Armour" || item.Type == "Ring" || item.Type == "Bracelet")
                {
                    // Get the Equipment component.
                    Equipment equipment = player.GetComponentInChildren <Equipment> ();
                    // Play the Pickup Sound.
                    Grid.soundManager.PlaySound(item.UsedSound);
                    Item swappedItem = null;
                    if (item.Type == "Weapon")
                    {
                        // Set the new weapon to the player while returning the old weapon (if the player wielded one).
                        swappedItem = equipment.EquipWeapon(item);
                    }
                    else if (item.Type == "Armour")
                    {
                        // Set the new Armour to the player while returning the old Armour (if the player wearing one).
                        swappedItem = equipment.EquipArmour(item);
                    }
                    else if (item.Type == "Ring")
                    {
                        // Set the new Ring to the player while returning the old Ring (if the player wearing one).
                        swappedItem = equipment.EquipRing(item);
                    }
                    else if (item.Type == "Bracelet")
                    {
                        // Set the new Bracelet to the player while returning the old Bracelet (if the player wearing one).
                        swappedItem = equipment.EquipBracelet(item);
                    }

                    // Remove this item from this List of Items.
                    GetComponentInParent <Inventory>().items [slotNumber] = new Item();
                    // IF we have an item being swapped out.
                    if (swappedItem != null)
                    {
                        // Add the swapped out equipped item to the inventory.
                        GetComponentInParent <Inventory>().AddItem(swappedItem.ID, 1);
                    }
                    // Do not show the tooltip.
                    Grid.tooltip.Deactivate();
                    // Destroy this item in the inventory list.
                    Destroy(gameObject);
                }
            }
        }
コード例 #5
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 void ChangePlayerMovement(bool isMovable)
 {
     // Change the player variable for movement purposes.
     Character_Manager.GetPlayerManager().GetComponent <Player_Manager>().CanMove = isMovable;
 }