상속: MonoBehaviour
예제 #1
0
 static void Main(string[] args)
 {
     try
     {
         AppDomain.CurrentDomain.UnhandledException += new UnhandledExceptionEventHandler(CurrentDomain_UnhandledException);
         Console.Title         = Constants.ConsoleTitle;
         Console.CursorVisible = false;
         Console.SetWindowSize(Constants.ConsoleWidowsWidth, Constants.ConsoleWindowHeight);
         DateTime Timer1 = DateTime.Now;
         Output.WriteHeader();
         ConfigurationManager.Initialize();
         DatabaseManager.Initialize();
         SpacesManager.Initialize();
         CatalogManager.Initialize();
         ChestManager.Initialize();
         SessionsManager.Initialize();
         SocketManager.Initialize();
         Input.Initialize();
         using (DatabaseClient client = DatabaseManager.GetClient())
         {
             client.ExecuteScalar("UPDATE boombang_statics SET Clients=0 WHERE ID = 1");
         }
         Output.WriteLine("Server started seddefully (" + new TimeSpan(DateTime.Now.Ticks + Timer1.Ticks).TotalSeconds + " seconds)! Press the enter key to execute a command.");
     }
     catch (Exception ex)
     {
         Output.WriteLine("Can't initialize the server. Exception: " + ex.ToString(), OutputLevel.CriticalError);
         Console.ReadKey();
     }
 }
예제 #2
0
    };                                                 //purple

    private void Awake()
    {
        sprite       = GetComponent <SpriteRenderer>();
        chestManager = FindObjectOfType <ChestManager>();
        healthText   = GameObject.Find(gameObject.name + "/Text").GetComponent <TextMeshPro>();

        spawnOffset = new Vector3(0, 0.29f, 0);
    }
예제 #3
0
    protected virtual void OnClear()
    {
        Vector3 pos = TileManager.GetPositionInGoundCurrent();

        pos = new Vector3Int(Mathf.FloorToInt(pos.x), Mathf.FloorToInt(pos.y), 0) + new Vector3(0.5f, 0.5f, 0);
        ChestManager.SpawnReWardChest(Data.colorChest, Data.typeChest, pos);
        PlayerController.PlayerCurrent.setLimitMove(null);
    }
예제 #4
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 void Awake()
 {
     if (instance != null)
     {
         Debug.LogWarning("Что то не то!!!");
         return;
     }
     instance = this;
 }
예제 #5
0
        /*********
        ** Public methods
        *********/
        /// <summary>The mod entry point, called after the mod is first loaded.</summary>
        /// <param name="helper">Provides simplified APIs for writing mods.</param>
        public override void Entry(IModHelper helper)
        {
            this.Config          = this.Helper.ReadConfig <ModConfig>();
            this.DialogueManager = new DialogueManager(this.Config, helper.Content, this.Monitor);
            this.ChestManager    = new ChestManager(this.Monitor);

            helper.Events.GameLoop.SaveLoaded += this.OnSaveLoaded;
            helper.Events.Input.ButtonPressed += this.OnButtonPressed;
        }
예제 #6
0
        /*********
        ** Public methods
        *********/
        /// <summary>The mod entry point, called after the mod is first loaded.</summary>
        /// <param name="helper">Provides simplified APIs for writing mods.</param>
        public override void Entry(IModHelper helper)
        {
            this.Config          = this.Helper.ReadConfig <ModConfig>();
            this.DialogueManager = new DialogueManager(this.Config, helper.Content, this.Monitor);
            this.ChestManager    = new ChestManager(this.Monitor);

            SaveEvents.AfterLoad      += this.SaveEvents_AfterLoad;
            ControlEvents.KeyReleased += this.ControlEvents_KeyReleased;
        }
예제 #7
0
    // Use this for initialization
    void Start()
    {
        chestManager = GetComponent <ChestManager>();
        if (chestManager == null)
        {
            chestTrigger = GetComponent <ChestTrigger>();
        }

        boatRb       = GetComponentInParent <Rigidbody>();
        lastVelocity = boatRb.velocity;
    }
예제 #8
0
 void Awake()
 {
     if (instance == null)
     {
         instance = this;
     }
     else
     {
         Destroy(gameObject);
     }
 }
예제 #9
0
 public void ToggleChest(ChestManager chest)
 {
     Start();
     if (chest.chestId == -1)
     {
         chestId       = AddChest(chest);
         chest.chestId = chestId;
     }
     activeInventory = chest.chestInventory;
     ToggleParent();
 }
예제 #10
0
 void Awake()
 {
     if (instance == null)
     {
         instance = this;
     }
     else
     {
         Destroy(this);
     }
 }
예제 #11
0
    public void OnBuy(string code)
    {
        if (!PermitChoose)
        {
            return;
        }
        for (int i = 0; i < listElement.Length; i++)
        {
            Element a = listElement[i];
            if (a.codeName == code)
            {
                if (listElement[i].chest != null)
                {
                    Notification.ReMind(Languages.getString("BanDaMuaLoaiRuongNayRoi"));
                    return;
                }
                ColorChest c = ColorChest.Copper;
                TypeChest  t = TypeChest.WeaponCopper;
                switch (listElement[i].codeName)
                {
                case "RuongDong":
                    c = ColorChest.Copper;
                    t = TypeChest.WeaponCopper;
                    break;

                case "RuongBac":
                    c = ColorChest.Silver;
                    t = TypeChest.WeaponSilver;
                    break;

                case "RuongVang":
                    c = ColorChest.Gold;
                    t = TypeChest.WeaponGold;
                    break;
                }
                if (!Personal.TryToSubDOLA(a.price))
                {
                    Notification.ReMind(Languages.getString("MuaThatBai"));
                    break;
                }
                a.chest = ChestManager.SpawnStartChest(c, t, CodeMap.Map1, a.positionSpawn.position);
                if (a.chest != null)
                {
                }
                else
                {
                    Notification.NoticeBelow(Languages.getString("CoLoiXayRaVoiHanhDongNay"));
                }
                break;
            }
        }
        PermitChoose = false;
        DeShow();
    }
예제 #12
0
파일: chestBehavior.cs 프로젝트: bazaam/DCC
    // Use this for initialization

    private void Awake()
    {
        inventoryManager = GameObject.FindGameObjectWithTag("InventoryManager");

        chestManager = inventoryManager.GetComponent <ChestManager>();

        newItem = new ChestManager.ChestItem();

        itemGenerator = inventoryManager.GetComponent <ItemGenerator>();

        items = new List <ChestManager.ChestItem>();
    }
예제 #13
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 private void LoadData()
 {
     Physics2D.IgnoreLayerCollision(LayerMask.NameToLayer("Player"), LayerMask.NameToLayer("Enemy"));
     SceneManager.sceneLoaded += (Scene, Load) => Languages.UpdateLanguageInScene();
     Languages.LanguageCurrent = Languages.Nation.VietNam;
     Languages.LoadData();
     VFXManager.LoadData();
     ChestManager.LoadData();
     RewardManager.LoadData();
     WeaponManager.LoadData();
     DataMap.LoadData();
 }
예제 #14
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    private void Awake()
    {
        turnCountText    = GameObject.Find("Canvas/TurnCount").GetComponent <TextMeshProUGUI>();
        resolveCountText = GameObject.Find("Canvas/ResolveCount").GetComponent <TextMeshProUGUI>();
        chestManager     = FindObjectOfType <ChestManager>();

        GridHelper.grid          = FindObjectOfType <Grid>();
        GridHelper.groundTilemap = GameObject.Find("Environment/Grid/GroundTilemap").GetComponent <Tilemap>();
        GridHelper.waterTilemap  = GameObject.Find("Environment/Grid/WaterTilemap").GetComponent <Tilemap>();
        GridHelper.SetAllTileFlags();

        turnCount = 0.5f;
    }
예제 #15
0
 void Awake()
 {
     if (chestManager == null)
     {
         chestManager = this.GetComponent <ChestManager>();
         chestList.Clear();
     }
     else if (chestManager != this)
     {
         Destroy(gameObject);
     }
     DontDestroyOnLoad(gameObject);
 }
예제 #16
0
 // Use this for initialization
 void Start()
 {
     Screen.orientation = ScreenOrientation.Landscape;
     boardScript        = GetComponent <BoardManager>();
     mainCamera         = GetComponent <CameraManager>();
     home  = GetComponent <HomeManager>();
     chest = GetComponent <ChestManager> ();
     time  = GetComponent <TimeManager> ();
     wave  = GetComponent <WaveManager> ();
     UI    = GetComponent <UIManager>();
     guard = GetComponent <GuardManager> ();
     sound = GetComponent <SoundManager> ();
     bar   = GetComponent <BarManager> ();
     score = GetComponent <ScoreManager> ();
     InitGame();
 }
예제 #17
0
 public void OnPointerDown(PointerEventData eventData)
 {
     if (chestData)
     {
         if (!chest)
         {
             chest = FindObjectOfType <ChestManager>();
         }
         chest.BuildChestUI(chestData);
         chest.ActivatePanel();
         inventoryManager.panelFolder.gameObject.SetActive(true);
     }
     else
     {
         Debug.LogError("Bau sem dados para montagem");
     }
 }
예제 #18
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        public override void Initialize()
        {
#if DEBUG
            Debug.Listeners.Add(new TextWriterTraceListener(Console.Out));
#endif

            Directory.CreateDirectory("infchests");
            _connection = new SqliteConnection($"uri=file://{SqlitePath},Version=3");
            _database   = new ChestManager(_connection);

            ServerApi.Hooks.NetGetData.Register(this, OnNetGetData);
            ServerApi.Hooks.GamePostInitialize.Register(this, OnGamePostInitialize);
            ServerApi.Hooks.WorldSave.Register(this, OnWorldSave);

            Commands.ChatCommands.Add(new Command("infchests.chest", ChestCmd, "chest"));
            Commands.ChatCommands.Add(new Command("infchests.exportchests", ExportChests, "exportchests"));
            Commands.ChatCommands.Add(new Command("infchests.migratechests", MigrateChests, "migratechests"));
        }
예제 #19
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    // Update is called once per frame
    void Update()
    {
        BasicDemoScript demoScript         = FindObjectOfType <BasicDemoScript>();
        float           distanceToWaypoint = Vector3.Distance(this.gameObject.transform.position, Camera.main.transform.position);

        if (distanceToWaypoint < 1.5 && InFrontOfCamera(Camera.main, this.gameObject) && demoScript.searching && !objectFound)
        {
            objectFound = true;
            demoScript.objectsFound++;
            Debug.Log(this.gameObject.transform.GetChild(0).name);
            if (this.gameObject.transform.GetChild(0).name.Contains("ChestContainer"))
            {
                Debug.Log("Found Chest Container");
                ChestManager chestManager = this.gameObject.transform.GetChild(0).GetComponent <ChestManager>();
                Debug.Log("Chest Manager");
                chestManager.found = true;
                Debug.Log("chestmanager found");
                return;
            }

            InventoryManager inventoryManager = FindObjectOfType <InventoryManager>();
            if (this.gameObject.transform.GetChild(0).name.Contains("KeyContainer"))
            {
                //inventoryManager.KeyFound();
            }
            else if (this.gameObject.transform.GetChild(0).name.Contains("ShovelContainer"))
            {
                //inventoryManager.ShovelFound();
            }

            Animator[] animators = this.gameObject.GetComponentsInChildren <Animator>();
            foreach (Animator a in animators)
            {
                a.enabled = true;
            }
            var renderers = this.gameObject.GetComponentsInChildren <Renderer>();
            foreach (Renderer r in renderers)
            {
                r.enabled = true;
            }
        }
    }
예제 #20
0
        /*********
        ** Private methods
        *********/
        private void SaveEvents_AfterLoad(object sender, EventArgs e)
        {
            try
            {
                this.Config       = this.Helper.ReadConfig <ModConfig>();
                this.ChestManager = new ChestManager(this.Monitor);

                if (!Enum.TryParse(this.Config.Keybind, true, out this.ActionKey))
                {
                    this.ActionKey = Keys.G;
                    this.Monitor.Log("Error parsing key binding. Defaulted to G");
                }

                ChestManager.ParseChests(this.Config.Chests);
            }
            catch (Exception ex)
            {
                this.Monitor.Log(ex.ToString(), LogLevel.Error);
            }
        }
예제 #21
0
    // Use this for initialization
    void Start()
    {
        speed          = 5;
        gameController = GameObject.Find("_GameManager");
        BoardManager bm = gameController.GetComponent <BoardManager> ();

        house        = gameController.GetComponent <HomeManager> ().GetDoor();
        columns      = bm.GetColumnsDecalage();
        rows         = bm.GetRowsDecalage();
        tabGuard     = gameController.GetComponent <GuardManager> ().GetTabGuard();
        chestManager = gameController.GetComponent <ChestManager> ();
        touchMonster = GetComponent <TouchMonster> ();
        nearGuard    = NearGuard();
        if (nearGuard.GetComponent <Life> ().GetAlive() == false)
        {
            focusGuard = false;
            focusHome  = true;
            target     = house;
        }
        else
        {
            focusGuard = true;
            focusHome  = false;
            target     = nearGuard.transform.position;
        }
        isDead   = false;
        focusOut = false;
        target   = new Vector2((int)target.x, (int)target.y);
        taille   = columns * rows;
        grid     = bm.GetGrid();
        col      = false;
        Vector2 start = new Vector2(transform.position.x, transform.position.y);

        targetOut = start;
        UpdatePath(start, target);
        GetPath(start);
    }
예제 #22
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    // Start is called before the first frame update
    void Awake()
    {
        instance = this;

        DontDestroyOnLoad(gameObject);
    }
예제 #23
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            /// <summary>
            /// 플레이어 정보 저장
            /// </summary>
            /// <param name="player"></param>
            public void Save(PlayerCtrl player, int saveSlot)
            {
                #region 저장할때 인벤 정보를 가져온다
                //DataManager가 GameManager와 같이 묶여 있어서
                //싱글턴처럼 사용 됨
                //인벤 정보를 가지고 있지 않는 씬에서 에러 발생 방지
                InventoryData invenData = GameObject.FindGameObjectWithTag("INVENTORY").GetComponent <InventoryData>();
                ChestManager  chestData = GameObject.FindGameObjectWithTag("ChestData").GetComponent <ChestManager>();

                #endregion

                BinaryFormatter bf = new BinaryFormatter();

                FileStream file = File.Create(dataPath[saveSlot]);

                PlayerData saveData = new PlayerData();

                #region  레이어 캐릭터 정보 저장
                saveData.charName = player.CharName;

                saveData.nHp         = player.NHp;
                saveData.nMaxHp      = player.NMaxHp;
                saveData.fMana       = player.FMana;
                saveData.fMaxMana    = player.FMaxMana;
                saveData.fThirst     = player.FThirst;
                saveData.fMaxThirst  = player.FMaxThirst;
                saveData.fSatiety    = player.FSatiety;
                saveData.fMaxSatiety = player.FMaxSatiety;

                saveData.nMaxUpgradeHp      = player.NMaxUpgradeHp;
                saveData.fMaxUpgradeMana    = player.FMaxUpgradeMana;
                saveData.fMaxUpgradeThirst  = player.FMaxUpgradeThirst;
                saveData.fMaxUpgradeSatiety = player.FMaxUpgradeSatiety;

                saveData.fSpeed = player.FSpeed;

                saveData.fWeight    = player.FWeight;
                saveData.fMaxWeight = player.FMaxWeight;
                saveData.nAmmo      = player.NAmmo;
                saveData.nMaxAmmo   = player.NMaxAmmo;

                saveData.nMoney         = player.NMoney;
                saveData.nMaterial      = player.NMaterial;
                saveData.nPartsMaterial = player.NPartsMaterial;

                saveData.UseSkillMana1 = player.UseMana[0];
                saveData.UseSkillMana2 = player.UseMana[1];
                saveData.UseSkillMana3 = player.UseMana[2];

                saveData.stageClearList = player.StageList;
                #endregion

                //세이브를 여러번 하다보면 아이템이 중복 저장 될수 있기 때문에 삭제를 먼저 해준다
                #region 저장 슬롯에 저장되어 있는 아이템 정보 초기화
                saveData.weaponeParts1_1.Clear();
                saveData.weaponeParts1_2.Clear();
                saveData.weaponeParts1_3.Clear();

                saveData.weaponeParts2_1.Clear();
                saveData.weaponeParts2_2.Clear();
                saveData.weaponeParts2_3.Clear();

                saveData.quickSlot_1.Clear();
                saveData.quickSlot_2.Clear();
                saveData.quickSlot_3.Clear();

                saveData.upgradeSlot.Clear();

                saveData.playerBagInven.Clear();
                saveData.playerPartsInven.Clear();
                saveData.playerSubInven.Clear();

                saveData.chestBagInven.Clear();
                saveData.chestPartsInven.Clear();
                saveData.chestSubInven.Clear();
                #endregion

                #region 슬롯에 있는 아이템 정보 저장
                //player
                BagItemDataSave(saveData.playerBagInven, invenData.BagInvenList);
                PartsItemDataSave(saveData.playerPartsInven, invenData.PartsInvenList);
                SubItemDataSave(saveData.playerSubInven, invenData.SubInvenList);

                //Chest
                BagItemDataSave(saveData.chestBagInven, chestData.ChestBagInven);
                PartsItemDataSave(saveData.chestPartsInven, chestData.ChestPartsInven);
                SubItemDataSave(saveData.chestSubInven, chestData.ChestSubInven);

                //upgrade
                PartsItemDataSave(saveData.upgradeSlot, chestData.UpgradeSlot);

                //Weapone
                PartsItemDataSave(saveData.weaponeParts1_1, chestData.WeaponePartsSlot1_1);
                PartsItemDataSave(saveData.weaponeParts1_2, chestData.WeaponePartsSlot1_2);
                PartsItemDataSave(saveData.weaponeParts1_3, chestData.WeaponePartsSlot1_3);


                PartsItemDataSave(saveData.weaponeParts2_1, chestData.WeaponePartsSlot2_1);
                PartsItemDataSave(saveData.weaponeParts2_2, chestData.WeaponePartsSlot2_2);
                PartsItemDataSave(saveData.weaponeParts2_3, chestData.WeaponePartsSlot2_3);

                //quick Slot
                QuickSlotDataSave(saveData.quickSlot_1, chestData.QuickSlot_1);
                QuickSlotDataSave(saveData.quickSlot_2, chestData.QuickSlot_2);
                QuickSlotDataSave(saveData.quickSlot_3, chestData.QuickSlot_3);
                #endregion

                //   Debug.Log("Bag Inven Count : " + saveData.playerBagInven.Count);
                bf.Serialize(file, saveData);
                file.Close();
            }
예제 #24
0
    // Update is called once per frame
    void Update()
    {
        GameObject player = GameObject.FindWithTag("Player");

        foreach (var keymap in directionKeymaps)
        {
            if (Input.GetKeyDown(keymap.Key))
            {
                player.GetComponent <Player>().Move(keymap.Value);
                break;
            }
        }

        foreach (Touch touch in Input.touches)
        {
            if (touch.phase == TouchPhase.Ended && !IsTouchOverUIObject(touch))
            {
                // if (touch.phase == TouchPhase.Ended) {

                ray = Camera.main.ScreenPointToRay(touch.position);
                CheckArrayOfEnemies();
                if (clickedOnEnemy)
                {
                    clickedOnEnemy = false;
                }
                else
                {
                    // Check if there is an item to be picked up
                    int dx = Mathf.RoundToInt(ray.origin.x - player.transform.position.x);
                    int dy = Mathf.RoundToInt(ray.origin.y - player.transform.position.y);

                    Level     level = GameObject.FindWithTag("Level").GetComponent <Level>();
                    Position  clickInLevelPosition = new Position(Mathf.RoundToInt(ray.origin.x), Mathf.RoundToInt(ray.origin.y));
                    Inventory inventory            = GameObject.Find("Inventory").GetComponent <Inventory>();


                    DroppedItem droppedItem = level.DroppedItemAtPosition(clickInLevelPosition);
                    if (droppedItem != null)
                    {
                        inventory.AddItem(droppedItem.itemID);
                        level.RemoveDroppedItem(clickInLevelPosition);

                        EventLogger eventLogger = GameObject.Find("EventLog").GetComponent <EventLogger>();
                        eventLogger.ToLog("Picked up " + inventory.database.FetchItemByID(droppedItem.itemID).Title);
                    }
                    else if (level.ChestAtPosition(clickInLevelPosition) != -1)
                    {
                        ChestManager chestManager = GameObject.Find("ChestManager").GetComponent <ChestManager>();
                        chestManager.SetOpen(true);
                    }
                    else
                    {
                        // If there isn't an item to be picked up, move the player in the cursor direcitiion
                        Direction?direction = new Vector(dx, dy).ToDirection();
                        if (direction.HasValue)
                        {
                            player.GetComponent <Player> ().Move(direction.Value);
                        }
                    }
                }
            }
        }

        if (Input.GetMouseButtonDown(0))
        {
            // Read as: If the poiter is NOT on a UI element
            if (!IsPointerOverUIObject())
            {
                ray = Camera.main.ScreenPointToRay(Input.mousePosition);
                CheckArrayOfEnemies();
                if (clickedOnEnemy)
                {
                    clickedOnEnemy = false;
                }
                else
                {
                    // Check if there is an item to be picked up
                    int dx = Mathf.RoundToInt(ray.origin.x - player.transform.position.x);
                    int dy = Mathf.RoundToInt(ray.origin.y - player.transform.position.y);

                    Level     level = GameObject.FindWithTag("Level").GetComponent <Level>();
                    Position  clickInLevelPosition = new Position(Mathf.RoundToInt(ray.origin.x), Mathf.RoundToInt(ray.origin.y));
                    Inventory inventory            = GameObject.Find("Inventory").GetComponent <Inventory>();


                    DroppedItem droppedItem = level.DroppedItemAtPosition(clickInLevelPosition);
                    if (droppedItem != null)
                    {
                        inventory.AddItem(droppedItem.itemID);
                        level.RemoveDroppedItem(clickInLevelPosition);

                        EventLogger eventLogger = GameObject.Find("EventLog").GetComponent <EventLogger>();
                        eventLogger.ToLog("Picked up " + inventory.database.FetchItemByID(droppedItem.itemID).Title);
                    }
                    else if (level.ChestAtPosition(clickInLevelPosition) != -1)
                    {
                        ChestManager chestManager = GameObject.Find("ChestManager").GetComponent <ChestManager>();
                        chestManager.SetOpen(true);
                    }
                    else
                    {
                        // If there isn't an item to be picked up, move the player in the cursor direcitiion
                        Direction?direction = new Vector(dx, dy).ToDirection();
                        if (direction.HasValue)
                        {
                            player.GetComponent <Player> ().Move(direction.Value);
                        }
                    }
                }
            }
        }
    }
예제 #25
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 public void SearchBegins()
 {
     chestManager = FindObjectOfType <ChestManager>();
 }
예제 #26
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 private int AddChest(ChestManager chest)
 {
     chests.Add(chest);
     return(chests.Count - 1);
 }
예제 #27
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    public void AdvanceDemo()
    {
        switch (currentAppState)
        {
        case AppState.DemoStepInit:
            HideButton();
            arTapToPlace.EnableIndicator(true);
            arTapToPlace.objectToPlace = keyPrefab;
            currentAppState            = AppState.DemoStepPlaceKey;
            break;

        case AppState.DemoStepPlaceKey:
            arTapToPlace.objectToPlace = shovelPrefab;
            currentAppState            = AppState.DemoStepPlaceShovel;
            break;

        case AppState.DemoStepPlaceShovel:
            arTapToPlace.objectToPlace = chestPrefab;
            currentAppState            = AppState.DemoStepPlaceChest;
            break;

        case AppState.DemoStepPlaceChest:
            arTapToPlace.EnableIndicator(false);
            HideObjects();
            ShowButton();
            ChestManager chestManager = FindObjectOfType <ChestManager>();
            chestManager.placing = false;
            currentAppState      = AppState.DemoStepConfirmPlacement;
            break;

        case AppState.DemoStepConfirmPlacement:
            HideButton();
            ShowInventory();
            searching = true;
            arTapToPlace.EnableSelect(true);
            InventoryManager inventoryManager = FindObjectOfType <InventoryManager>();
            inventoryManager.SearchBegins();
            currentAppState = AppState.DemoStepSearching;
            break;

        case AppState.DemoStepSearching:
            ShowButton();
            HideInventory();
            searching = false;
            arTapToPlace.EnableSelect(false);
            currentAppState = AppState.DemoStepFoundAllItems;
            break;

        case AppState.DemoStepFoundAllItems:
            HideButton();
            readyToOpenChest = true;
            DisablePlaneColliders();
            currentAppState = AppState.DemoStepComplete;
            break;

        case AppState.DemoStepComplete:
            break;

        default:
            Debug.Log("Error, got into a bad state " + currentAppState.ToString());
            break;
        }
    }
예제 #28
0
    // Use this for initialization
    void Start()
    {
        instance = this;

        openedChests = new bool[chests.Length];
    }
예제 #29
0
 void Start()
 {
     chestManager = ChestManager.instance;
     IndexSlot    = transform.GetSiblingIndex();
     inventory    = Inventory.instance;
 }
예제 #30
0
 public override void SetUp(RoundData roundData)
 {
     base.SetUp(roundData);
     ChestManager.SpawnReWardChest(roundData.colorChest, Data.typeChest, (Vector2)Data.position);
 }