public void Open() { //Show inventory in UI Debug.Log("Open loot"); InventoryDisplay.Open(); InventoryDisplay.OpenLoot(this); }
private void Awake() { inventoryDisplay = GetComponentInChildren <InventoryDisplay>(true); inventoryDisplay.OnSlotSelected = SetUpItemDescription; inventoryDisplay.OnSlotUsed = OnItemUsed; inventoryDisplay.SubscribeToEquipmentSlotSelected(SetUpItemDescription); }
void Start() { m_inventoryDisplay = GameObject.Find("Inventory").GetComponent <InventoryDisplay>(); m_minimap = GameObject.Find("HUD").GetComponent <Minimap>(); RecipeHolder = Resources.Load <CraftingRecipeHolder>("Crafting Recipes/Recipe Holder"); m_backPack = GetComponent <InventoryBackpack>(); }
public bool AddItem(Item _item, int _amount) { _inventoryDisplayScript = GameObject.Find("Inventory").GetComponent <InventoryDisplay>(); // for (int i = 0; i < Container.Count; i++) // { // if (Container[i].item == _item) // { // Container[i].AddAmount(_amount); // _inventoryDisplayScript.UpdateDisplay(); // hasItem = true; // break; // } // } for (int i = 0; i < Container.Count; i++) { if (Container[i].item.name == "Empty") { Container.RemoveAt(i); Container.Insert(i, new InventorySlot(_item, _amount)); _inventoryDisplayScript.UpdateDisplay(); return(true); } } return(false); }
private void Awake() { if (Instance == null) { Instance = this; } }
private void Start() { if (!m_manager.Creative) { m_display = GameObject.Find("Inventory").GetComponent <InventoryDisplay>(); } }
private void OnTriggerExit(Collider other) { if (other.CompareTag("Player")) { Player.Instance.GetComponent <PlayerInteraction>().RemovePickable(this); } InventoryDisplay.CloseLoot(); }
//private void Start() //{ // Close(); //} public void Open() { gameObject.SetActive(true); InventoryDisplay.SimpleOpen(); menuPanel.gameObject.SetActive(false); menuButton.SetIsActive(true); pauseButton.SetIsActive(false); }
//This is where we find the components we need void Awake() { playersInv = FindObjectOfType(typeof(Inventory)) as Inventory; //finding the players inv. disp = FindObjectOfType(typeof(InventoryDisplay)) as InventoryDisplay; if (playersInv == null) { Debug.LogWarning("No 'Inventory' found in game. The Item " + transform.name + " has been disabled for pickup (canGet = false)."); } item = GetComponent <Item> (); }
public Transform itemHolderObject; //The object the unactive items are going to be parented to. In most cases this is going to be the Inventory object itself. //Handle components and assign the itemHolderObject. void Awake (){ itemHolderObject = gameObject.transform; Contents = new List<Transform> (); playersInvDisplay = GetComponent<InventoryDisplay>(); if (playersInvDisplay == null) { Debug.LogError("No Inventory Display script was found on " + transform.name + " but an Inventory script was."); Debug.LogError("Unless a Inventory Display script is added the Inventory won't show. Add it to the same gameobject as the Inventory for maximum performance"); } }
public void InventoryClick(InventoryDisplay inventory) { if (this.inventory == null) { return; } if (inventory.AddItem(item, count) != 0) { NullifySelection(); } }
//Handle components and assign the itemHolderObject. void Awake() { itemHolderObject = gameObject.transform; playersInvDisplay = GetComponent <InventoryDisplay>(); if (playersInvDisplay == null) { Debug.LogError("No Inventory Display script was found on " + transform.name + " but an Inventory script was."); Debug.LogError("Unless a Inventory Display script is added the Inventory won't show. Add it to the same gameobject as the Inventory for maximum performance"); } }
void Awake() { DontDestroyOnLoad(gameObject); if (inventoryDisplay == null) { inventoryDisplay = this; } else { DestroyObject(gameObject); } }
void OnTriggerStay2D(Collider2D other) { rm = recipeManager.GetComponent <RecipeManager>(); inventory = inventoryManager.GetComponent <InventoryDisplay>(); MouseController m = other.GetComponent <MouseController>(); string heldItem = inventory.held(); if (Input.GetKeyDown("f") && m != null && heldItem == toolName) { sound.Play(); rm.itemCollected("Cabbage"); } }
public void ToggleInventoryMenu() { if (InventoryDisplay.Instance.gameObject.activeSelf) { InventoryDisplay.Open(); menuPanel.gameObject.SetActive(true); } else { InventoryDisplay.Close(); menuPanel.gameObject.SetActive(false); } }
IEnumerator AllowAutoAddParty() { yield return(new WaitForSeconds(.31f)); characterManager = FindObjectOfType <CharacterManager>(); playerParty = FindObjectOfType <PlayerParty>(); data.playerParty = FindObjectOfType <PlayerParty>(); inventoryDisplay = FindObjectOfType <InventoryDisplay>(); inventoryItem = FindObjectsOfType <InventoryItem>(); currencyManager = GetComponent <CurrencyManager>(); currencyUI = FindObjectOfType <CurrencyUI>(); fogOfWar = FindObjectOfType <FOW>(); equipItems = FindObjectsOfType <EquipItems>(); }
// Use this for initialization void Start() { if (instance == null) { instance = this; DontDestroyOnLoad(gameObject); } else { Destroy(gameObject); } itemDisplays[selectedIndex].Select(); }
//This will display the character sheet and handle the buttons. void DisplayCSheetWindow(int windowID) { if (canBeDragged == true) { GUI.DragWindow(new Rect(0, 0, 10000, 30)); //The window is dragable. } int index = 0; foreach (var a in ArmorSlot) //Loop through the ArmorSlot array. { if (a == null) { if (GUI.Button(buttonPositions[index], ArmorSlotName[index])) //If we click this button (that has no item equipped): { InventoryDisplay id = GetComponent <InventoryDisplay>(); if (id.itemBeingDragged != null) //If we are dragging an item: { EquipItem(id.itemBeingDragged, index); //Equip the Item. id.ClearDraggedItem(); //Stop dragging the item. } } } else { if (GUI.Button(buttonPositions[index], ArmorSlot[index].itemIcon)) //If we click this button (that has an item equipped): { InventoryDisplay id2 = GetComponent <InventoryDisplay>(); if (id2.itemBeingDragged != null) //If we are dragging an item: { EquipItem(id2.itemBeingDragged, index); //Equip the Item. id2.ClearDraggedItem(); //Stop dragging the item. } else if (playersinv.Contents.Length < playersinv.MaxContent) //If there is room in the inventory: { UnequipItem(ArmorSlot[index]); //Unequip the Item. ArmorSlot[index] = null; //Clear the slot. id2.ClearDraggedItem(); //Stop dragging the Item. } else if (DebugMode) { Debug.Log("Could not unequip " + ArmorSlot[index].name + " since the inventory is full"); } } } index++; } }
private void PickupWorldObject(WorldObject worldObject) { inventory.AddItem(worldObject); guiHandler.ViewBothGUIMessages(worldObject.objectTitle, "picked up."); //inventory.Display(); InventoryDisplay inv = guiHandler.inventoryWindow.GetComponent <InventoryDisplay>(); inv.PrimeItem(worldObject); if (inv.selectedItemDisplay.item == null) { inv.SelectObject(worldObject); } worldObject.gameObject.SetActive(false); justPickedUp = true; }
void Start () { if (hasAddedItems == false) { actor = FindObjectOfType<Actor>(); targetTransform = GameObject.Find("InventoryDisplay").transform; inventoryItems = GameObject.FindGameObjectsWithTag("Item"); inventoryDisplay = FindObjectOfType<InventoryDisplay>(); StartCoroutine(BeginReturningIDS()); hasAddedItems = true; } Actor[] actors = FindObjectsOfType<Actor>(); for (int i = 1; i < actors.Length; i++) { Destroy(actors[i].gameObject); } }
private void Start() { startScale = transform.localScale; var displays = FindObjectsOfType <InventoryDisplay>(); for (int i = 0; i < displays.Length; i++) { if (displays[i].inventoryToDisplay == null) { inventoryDisplay = displays[i]; break; } } helpText = FindObjectOfType <HelpText>(); cutSceneManager = FindObjectOfType <CutSceneManager>(); }
public void TakeAll(GeneralEnemyController Enemy) { if (Called == true) { if (Input.GetKeyDown(KeyCode.X)) { Debug.Log("You Took Everything mate"); Text Texterer = GetTheMonsterText(); Text PlayerMoney = GetThePlayerText(); PlayerSkiller PlayerReferenced = FindObjectOfType <PlayerSkiller>(); PlayerReferenced.Wallet += Enemy.EnemyWallet; Enemy.EnemyWallet = 0; Texterer.text = "Money: " + Enemy.EnemyWallet.ToString(); PlayerMoney.text = "Money: " + PlayerReferenced.Wallet.ToString(); InventoryDisplay Functioner = FindObjectOfType <InventoryDisplay>(); Functioner.Cuarto(Enemy.EnemyList); } } }
void Start() { if (Application.loadedLevel == 2) { //must remove this later, here till fix inventory load bugg actor = FindObjectOfType <Actor>(); targetTransform = FindObjectOfType <InventoryDisplay>().gameObject.transform; inventoryDisplay = FindObjectOfType <InventoryDisplay>(); StartCoroutine(BeginReturningIDS()); } else if (Application.loadedLevel == 1) { //send info to reforge } Actor[] actors = FindObjectsOfType <Actor>(); for (int i = 1; i < actors.Length; i++) { Destroy(actors[i].gameObject); } }
// Use this for initialization private void Start() { m_Highlighter = GetComponent <Highlighter>(); m_FootStepController = GetComponent <FootStepController>(); m_InventoryDisplay = GetComponent <InventoryDisplay>(); m_Inventory = GetComponent <Inventory>(); m_CharacterController = GetComponent <CharacterController>(); m_Camera = Camera.main; m_OriginalCameraPosition = m_Camera.transform.localPosition; m_FovKick.Setup(m_Camera); m_StepCycle = 0f; m_NextStep = m_StepCycle / 2f; m_Jumping = false; m_MouseLook.Init(transform, m_Camera.transform); targetPlayerHeight = m_standHeight = m_CharacterController.height; targetCameraHeight = m_cameraHeight = m_Camera.transform.localPosition.y; Cursor.lockState = CursorLockMode.Locked; Cursor.visible = false; }
/// <summary> /// Takes list and creates and fills display /// </summary> /// <param name="listItems">List items.</param> protected void ConfigurePrefab(List <InventoryItem> listItems) { InventoryDisplay _inventoryDisplayPrefab = null; if (typeof(T) == typeof(LernPlanInventoryDisplay)) { //Fachkenntnisse werden entsprechend der Lernpunkte aufgelistet _inventoryDisplayPrefab = Instantiate(inventoryDisplayPrefab) as LernPlanInventoryDisplay; } else if (typeof(T) == typeof(SheetInventoryDisplay)) { _inventoryDisplayPrefab = Instantiate(inventoryDisplayPrefab) as SheetInventoryDisplay; } else if (typeof(T) == typeof(BerufInventoryDisplay)) { _inventoryDisplayPrefab = Instantiate(inventoryDisplayPrefab) as BerufInventoryDisplay; } _inventoryDisplayPrefab.name = panelName; _inventoryDisplayPrefab.transform.SetParent(displayParent, false); _inventoryDisplayPrefab.FillItemDisplay(listItems); }
public void Display() { InventoryDisplay display = (InventoryDisplay)Instantiate(inventoryDisplayPrefab); display.Prime(creatureInventory); }
void Awake() { invDisp = GetComponentInChildren<InventoryDisplay> (); if (invDisp == null) Debug.LogError("No inventory component attached to child object"); }
public void Open() { InventoryInstance = Instantiate(inventoryDisplayPrefab); InventoryInstance.Prime(Items); }
private void Construct(InventoryDisplay inventoryDisplay) { InventoryDisplayHolder = inventoryDisplay.InventoryDisplayHolder; inventoryDisplaySlots = inventoryDisplay.InventoryDisplayHolder.GetComponentsInChildren <Image>(); hotBarDisplayHolders = inventoryDisplay.HotbarDisplaySlots; }
void Start() { //Grab the player's inventory and the tooltip component. inv = GameObject.Find("InventoryDisplay").GetComponent <InventoryDisplay>(); tooltip = inv.GetComponent <Tooltip>(); }
public void Close() { gameObject.SetActive(false); InventoryDisplay.Close(); UIManager.Instance.SetPause(false); }
// Use this for initialization void Start() { //Get the front end representation inv = GameObject.Find("InventoryDisplay").GetComponent <InventoryDisplay>(); }
private void onHideInventory() { _inventoryRef.onItemSelected -= onItemSelected; _inventoryRef.onHideInventory -= onHideInventory; Destroy(_inventoryRef.gameObject); _inventoryRef = null; }
public void Handle(Player player, Location location) { ConsoleKeyInfo input = Console.ReadKey(); switch (input.Key) { case ConsoleKey.W: Console.WriteLine("\tMoving forward"); if (!player.MoveUp(location)) { Console.WriteLine("End of the map!"); } break; case ConsoleKey.A: Console.WriteLine("\tMoving left"); if (!player.MoveLeft(location)) { Console.WriteLine("End of the map!"); } break; case ConsoleKey.S: Console.WriteLine("\tMoving backward"); if (!player.MoveDown(location)) { Console.WriteLine("End of the map!"); } break; case ConsoleKey.D: Console.WriteLine("\tMoving right"); if (!player.MoveRight(location)) { Console.WriteLine("End of the map!"); } break; case ConsoleKey.E: Console.WriteLine("\tUsing item"); if (player.UseCurrentItem()) { Console.WriteLine("You can't use item!"); } break; case ConsoleKey.M: Console.WriteLine("\tMap"); Console.WriteLine("X: " + player.Coords.Value.X + " | Y: " + player.Coords.Value.Y); break; case ConsoleKey.Spacebar: Console.WriteLine("\tFire"); break; case ConsoleKey.Tab: Console.WriteLine("\tInventory"); InventoryDisplay.DisplayInventory(player); break; case ConsoleKey.H: Console.Clear(); Program.ShowHelp(); break; default: Console.WriteLine("\tInvalid operation!"); break; } }