// Use this for initialization void Start () { _characterManager = CharacterManager.Instance(); _inv = InventoryHandler.Instance(); _popupAction = GameObject.Find("Popup Action"); _building = GameObject.Find("Building Interior").GetComponent<BuildingInterior>(); }
void Start() { _characterManager = CharacterManager.Instance(); _GUIManager = GUIManager.Instance(); var insideBuilding = GameObject.Find("Building Interior"); if (insideBuilding != null) { _building = insideBuilding.GetComponent <BuildingInterior>(); } }
// Update is called once per frame void Update() { Vector3 currentPos = transform.position; var targetTile = new Rect(currentPos, Vector2.one); _building = GameObject.Find("Building Interior").GetComponent <BuildingInterior>(); if (_building.IsExiting(targetTile)) { SceneManager.LoadScene(SceneSettings.SceneIdForTerrainView); } if (_building.IsBlocked(targetTile)) { transform.position = currentPos = _previousPosition; } _previousPosition = currentPos; }
private void HandleChangeLayoutPageResponse(int responseID) { DialogResponse response = GetResponseByID("ChangeLayoutPage", responseID); if (!response.HasCustomData) { ChangePage("MainPage"); return; } BuildingInterior interior = (BuildingInterior)response.CustomData[string.Empty]; Model model = GetDialogCustomData <Model>(); Data.Entities.ConstructionSite site = _structure.GetConstructionSiteByID(model.ConstructionSiteID); site.BuildingInteriorID = interior.BuildingInteriorID; _structure.SaveChanges(); BuildMainPage(); ChangePage("MainPage"); }
void Start() { _characterManager = CharacterManager.Instance(); if (!_inCombat) { //Inside Building doesn't need these if (_isInside) { _building = GameObject.Find("Building Interior").GetComponent <BuildingInterior>(); } else { _cache = Cache.Instance(); _terrainManager = TerrainManager.Instance(); } _inv = InventoryHandler.Instance(); _popupAction = GameObject.Find("Popup Action"); _toolSpriteList = Resources.LoadAll <Sprite>("Inventory/InventoryTools"); } }