void Awake() { // Get the Player State in the parent. _playerManager = GetComponentInParent <Player_Manager>(); // Get the Players Stats as we use that to potentially alter movement. charStats = _playerManager.GetComponentInChildren <Character_Stats> (); // Get the Rigidbody2D Component. rb = GetComponent <Rigidbody2D>(); }
private void HandleTypes(Player_Manager playerManager) { // IF we pick up a Key, // ELSE IF we pick up a Bomb, // ELSE IF we pick up a type of Currency, // ELSE IF we pick up a stat increase Item, // ELSE IF *tbc* if (type == "Key") { // Get the Key script. Key key = playerManager.GetComponentInChildren <Key> (); // Add to the keys. key.AddSubtractKeys(title, amount); } else if (type == "Bomb") { // Get the Drop_Bombs script. Bombs playerDB = playerManager.GetComponentInChildren <Bombs> (); // Add to the keys. playerDB.AddSubtractBomb(amount); } else if (type == "Currency") { // Get the Money script. Money money = playerManager.GetComponentInChildren <Money> (); // IF we have a Crystal Currency. if (title == "Green Crystal" || title == "Blue Crystal") { // Add to the currency. money.AddSubtractMoney("Crystal", amount); } } else if (type == "Stat Increase") { // Get the Character Stats (or any data structure if you choose to make your own or use another Asset), Character_Stats charStats = playerManager.GetComponentInChildren <Character_Stats> (); // Then Add to the stats. charStats.IncreaseMaxHealth(bonusHealth); // charStats.IncreaseMaxMana (bonusMana); // charStats.IncreaseBaseDamage (bonusDamage); // charStats.IncreaseBaseMoveSpeed (bonusMoveSpeed); } }
void Awake() { // Get the Player State. _playerManager = GetComponentInParent <Player_Manager>(); // Get the Players Stats as we use that to potentially alter movement. charStats = _playerManager.GetComponentInChildren <Character_Stats> (); // Get the Rigidbody2D Component. rb = GetComponent <Rigidbody2D>(); // Set the horizontalFirst to false as nothing is being pressed. firstKeyPressed = false; horizontalFirst = false; verticalFirst = false; }
void Update() { // IF there isn't a player manager active on the scene. if (pm == null) { // Get the Player Manager GameObject. pm = Character_Manager.GetPlayerManager().GetComponent <Player_Manager>(); return; } // IF there isn't a Character_Stats (or any script you want that holds your characters data) for your characters data. if (charStats == null) { // Get your Character_Stats. charStats = pm.GetComponentInChildren <Character_Stats> (); return; } // Display your hearts. DisplayHearts(); }
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); } } }