void notice_defence_plusses(Player.Player p) { Misc.assert(kind != null); if (defence_plusses_are_visible()) { return; } if (add_ident_flags(IDENT_DEFENCE)) { check_for_ident(); } if (ac != 0 || to_a != 0) { //char o_name[80]; string o_name = object_desc(Detail.BASE); Utilities.msgt(Message_Type.MSG_PSEUDOID, "You know more about the {0} you are wearing.", o_name); } p.update |= (Misc.PU_BONUS); Game_Event.signal(Game_Event.Event_Type.INVENTORY); Game_Event.signal(Game_Event.Event_Type.EQUIPMENT); }
public void notice_attack_plusses() { Misc.assert(kind != null); if (attack_plusses_are_visible()) { return; } if (add_ident_flags(IDENT_ATTACK)) { check_for_ident(); } if (wield_slot() == Misc.INVEN_WIELD) { //char o_name[80]; string o_name = object_desc(Detail.BASE); Utilities.msgt(Message_Type.MSG_PSEUDOID, "You know more about the %s you are using.", o_name); } else if ((to_d != 0 || to_h != 0) && !((tval == TVal.TV_HARD_ARMOR || tval == TVal.TV_SOFT_ARMOR) && (to_h < 0))) { //char o_name[80]; string o_name = object_desc(Detail.BASE); Utilities.msgt(Message_Type.MSG_PSEUDOID, "Your {0} glows.", o_name); } Misc.p_ptr.update |= (Misc.PU_BONUS); Game_Event.signal(Game_Event.Event_Type.INVENTORY); Game_Event.signal(Game_Event.Event_Type.EQUIPMENT); }
public override void OnInspectorGUI() { serializedObject.Update(); var list = serializedObject.FindProperty("Event_Index"); var readOnly = serializedObject.FindProperty("readOnly"); if (GUILayout.Button("Auto")) { int child = myEventManager.transform.childCount; list.arraySize = 0; for (int i = 0; i < child; i++) { Game_Event gameEvent = myEventManager.transform.GetChild(i).GetComponent <Game_Event>(); list.InsertArrayElementAtIndex(i); list.GetArrayElementAtIndex(i).objectReferenceValue = gameEvent; } } readOnly.boolValue = GUILayout.Toggle(readOnly.boolValue, "READ ONLY"); if (readOnly.boolValue) { EditorGUI.BeginDisabledGroup(true); EditorGUILayout.PropertyField(list, true); EditorGUI.EndDisabledGroup(); } else { EditorGUILayout.PropertyField(list, true); } serializedObject.ApplyModifiedProperties(); }
public override void OnInspectorGUI() { base.OnInspectorGUI(); GUI.enabled = Application.isPlaying; Game_Event e = target as Game_Event; if (GUILayout.Button("Raise")) { e.Raise(); } }
/** * Notice things which happen on defending. */ public static void object_notice_on_defend(Player.Player p) { int i; for (i = Misc.INVEN_WIELD; i < Misc.INVEN_TOTAL; i++) { if (p.inventory[i].kind != null) { p.inventory[i].notice_defence_plusses(p); } } Game_Event.signal(Game_Event.Event_Type.INVENTORY); Game_Event.signal(Game_Event.Event_Type.EQUIPMENT); }
/* * Notice a single flag - returns true if anything new was learned */ public bool notice_flag(int flag) { if (!known_flags.has(flag)) { known_flags.on(flag); /* XXX Eddie don't want infinite recursion if object_check_for_ident sets more flags, * but maybe this will interfere with savefile repair */ check_for_ident(); Game_Event.signal(Game_Event.Event_Type.INVENTORY); Game_Event.signal(Game_Event.Event_Type.EQUIPMENT); return(true); } return(false); }
public flag_event_trigger(uint f, Game_Event.Event_Type e) { flag = f; evt =e; }