void Awake() { //these componenents are all located within this game object so i can just use getcomponent PlayerCam = Camera.main; _GameState = gameObject.GetComponent <GameState>(); _Movement = gameObject.GetComponent <Movement> (); _Zombies = gameObject.GetComponent <Zombies> (); _ItemActions = gameObject.GetComponent <ItemActions> (); }
private void OnEnable() { source = (ItemActions)target; s_itemDatabase = serializedObject.FindProperty("itemDatabase"); s_giveItem = serializedObject.FindProperty("giveItem"); s_yesActions = serializedObject.FindProperty("yesActions"); s_noActions = serializedObject.FindProperty("noActions"); s_amount = serializedObject.FindProperty("amount"); }
public void DeactivateAllText() { lock (ItemActions) { ItemActions.Enqueue(new ItemAction() { Action = ItemAction.ActionTypeEnum.DeactivateAll, ItemType = ItemAction.ItemTypeEnum.Text }); } }
public void Deactivate(string id, ItemAction.ItemTypeEnum it) { lock (ItemActions) { ItemActions.Enqueue(new ItemAction() { Action = ItemAction.ActionTypeEnum.Deactivate, Id = id, ItemType = it }); } }
public void Activate(string id, ScarboroughItem si) { lock (ItemActions) { ItemActions.Enqueue(new ItemAction() { Action = ItemAction.ActionTypeEnum.Activate, Id = id, Item = si }); } }
/// <summary> /// Constructor of the Menu item. /// </summary> /// <param name="game">War game in which the item is used</param> /// <param name="_scene">Menu in which the item is used</param> /// <param name="_position">Position of the item</param> /// <param name="_label">Label of the item</param> /// <param name="_action">Action attached to this item</param> public MenuItem(WarGame game, MenuScene _scene, Vector2 _position, string _label, ItemActions _action) : base(game) { scene = _scene; Position = _position; label = _label; action = _action; DrawOrder = (int)WarGame.DrawingOrder.Sprite; }
public override void OnEnter() { var go = Fsm.GetOwnerDefaultTarget(gameObject); theScript = go.GetComponent <ItemActions>(); if (!everyFrame.Value) { DoTheMethod(); Finish(); } }
/// <summary> /// 添加操作数据项 /// 数据项的主键将用脚本参数 (默认 selectedId) 传递 /// </summary> /// <param name="display">显示文字</param> /// <param name="script">脚本参数 (默认 selectedId)</param> /// <returns></returns> public IStaticTableItemAction <TModel> AddActionItem(string display, string script) { if (string.IsNullOrWhiteSpace(display)) { throw new ArgumentNullException("display"); } if (string.IsNullOrWhiteSpace(script)) { throw new ArgumentNullException("script"); } var action = new StaticTableAction <TModel>(display, script, LinkBehave.Script); ItemActions.Add(action); return(action); }
/// <summary> /// 添加操作数据项 /// 数据项的主键将用变量 (默认 selectedId) 传递 /// </summary> /// <param name="location"></param> /// <returns></returns> public IStaticTableItemAction <TModel> AddActionItem(ILocation location) { if (location == null) { throw new ArgumentNullException("location"); } if (location.Behave == LinkBehave.Script) { throw new ArgumentException("路径不能设置 LinkBehave.Script", "location.Behave"); } var action = new StaticTableAction <TModel>(location.Display, location.Path, location.Behave); ItemActions.Add(action); return(action); }
private void ExecuteActions() { lock (ItemActions) { while (ItemActions.Count > 0) { try { ItemAction ia = ItemActions.Dequeue(); ExecuteAction(ia); } catch (Exception) { } } } }
private void OnKeyRelease(ushort id) { ItemActions.OnRelease(id); }
private void OnKeyHold(ushort id) { ItemActions.OnHold(id); }
private void OnKeyPress(ushort id) { ItemActions.OnPress(id); }
void Update() { if (Input.GetButton("Item1")) { if (itemState == ItemState.Item01) { //print ("Item1_Atack"); ItemActions Item1Actions = Item01.GetComponent <ItemActions> (); Item1Actions.Activate(); } else { itemState = ItemState.Item01; } } if (Input.GetButton("Item2")) { if (itemState == ItemState.Item02) { //print ("Item2_Atack"); } else { itemState = ItemState.Item02; } } if (Input.GetAxisRaw("Item3") > 0.7) { if (itemState == ItemState.Item03) { //print ("Item3_Atack"); } else { itemState = ItemState.Item03; } } if (Input.GetAxisRaw("Item3") < -0.7) { if (itemState == ItemState.Item04) { //print ("Item4_Atack"); } else { itemState = ItemState.Item04; } } ItemLookdirection = this.GetComponent <CharContolerLogic_simple>().Head.transform.rotation; ItemLookIntensity = this.GetComponent <CharContolerLogic_simple>().LookdirectionOut.magnitude; rigthX = Input.GetAxisRaw("RightStickX"); rigthY = Input.GetAxisRaw("RightStickY"); // print ( "_Item01"+Item01.transform.localRotation+"_Item02"+Item01.transform.localRotation+"_Item03"+Item01.transform.localRotation+"_Item04"+Item01.transform.localRotation); //--- switch (itemState) { case ItemState.Item01: //- Item01.transform.parent = CharRightHand.transform; Item01.transform.localPosition = Vector3.zero; Item01.transform.localRotation = new Quaternion(0, 0, 0, 0); Item01.transform.localScale = Vector3.one; Item01.GetComponentInChildren <Rigidbody>().detectCollisions = true; //- Item02.transform.parent = ItemHolder02.transform; Item02.transform.localPosition = Vector3.zero; Item02.transform.localRotation = new Quaternion(0, 0, 0, 0); Item02.transform.localScale = Vector3.one; Item02.GetComponentInChildren <Rigidbody>().detectCollisions = false; Item03.transform.parent = ItemHolder03.transform; Item03.transform.localPosition = Vector3.zero; Item03.transform.localRotation = new Quaternion(0, 0, 0, 0); Item03.transform.localScale = Vector3.one; Item03.GetComponentInChildren <Rigidbody>().detectCollisions = false; Item04.transform.parent = ItemHolder04.transform; Item04.transform.localPosition = Vector3.zero; Item04.transform.localRotation = new Quaternion(0, 0, 0, 0); Item04.transform.localScale = Vector3.one; Item04.GetComponentInChildren <Rigidbody>().detectCollisions = false; CharRightHandIdleRot = new Quaternion(-0.4f, 0, 0, 1); break; case ItemState.Item02: Item01.transform.parent = ItemHolder01.transform; Item01.transform.localPosition = Vector3.zero; Item01.transform.localRotation = new Quaternion(0, 0, 0, 0); Item01.transform.localScale = Vector3.one; Item01.GetComponentInChildren <Rigidbody>().detectCollisions = false; //- Item02.transform.parent = CharRightHand.transform; Item02.transform.localPosition = Vector3.zero; Item02.transform.localRotation = new Quaternion(0, 0, 0, 0); Item02.transform.localScale = Vector3.one; Item02.GetComponentInChildren <Rigidbody>().detectCollisions = true; //- Item03.transform.parent = ItemHolder03.transform; Item03.transform.localPosition = Vector3.zero; Item03.transform.localRotation = new Quaternion(0, 0, 0, 0); Item03.transform.localScale = Vector3.one; Item03.GetComponentInChildren <Rigidbody>().detectCollisions = false; Item04.transform.parent = ItemHolder04.transform; Item04.transform.localPosition = Vector3.zero; Item04.transform.localRotation = new Quaternion(0, 0, 0, 0); Item04.transform.localScale = Vector3.one; Item04.GetComponentInChildren <Rigidbody>().detectCollisions = false; CharRightHandIdleRot = new Quaternion(0.4f, 0, 0, 1); break; case ItemState.Item03: Item01.transform.parent = ItemHolder01.transform; Item01.transform.localPosition = Vector3.zero; Item01.transform.localRotation = new Quaternion(0, 0, 0, 0); Item01.transform.localScale = Vector3.one; Item01.GetComponentInChildren <Rigidbody>().detectCollisions = false; Item02.transform.parent = ItemHolder02.transform; Item02.transform.localPosition = Vector3.zero; Item02.transform.localRotation = new Quaternion(0, 0, 0, 0); Item02.transform.localScale = Vector3.one; Item02.GetComponentInChildren <Rigidbody>().detectCollisions = false; //- Item03.transform.parent = CharRightHand.transform; Item03.transform.localPosition = Vector3.zero; Item03.transform.localRotation = new Quaternion(0, 0, 0, 0); Item03.transform.localScale = Vector3.one; Item03.GetComponentInChildren <Rigidbody>().detectCollisions = true; //- Item04.transform.parent = ItemHolder04.transform; Item04.transform.localPosition = Vector3.zero; Item04.transform.localRotation = new Quaternion(0, 0, 0, 0); Item04.transform.localScale = Vector3.one; Item04.GetComponentInChildren <Rigidbody>().detectCollisions = false; CharRightHandIdleRot = new Quaternion(0.7f, 0.7f, 0.7f, 0.7f); break; case ItemState.Item04: Item01.transform.parent = ItemHolder01.transform; Item01.transform.localPosition = Vector3.zero; Item01.transform.localRotation = new Quaternion(0, 0, 0, 0); Item01.transform.localScale = Vector3.one; Item01.GetComponentInChildren <Rigidbody>().detectCollisions = false; Item02.transform.parent = ItemHolder02.transform; Item02.transform.localPosition = Vector3.zero; Item02.transform.localRotation = new Quaternion(0, 0, 0, 0); Item02.transform.localScale = Vector3.one; Item02.GetComponentInChildren <Rigidbody>().detectCollisions = false; Item03.transform.parent = ItemHolder03.transform; Item03.transform.localPosition = Vector3.zero; Item03.transform.localRotation = new Quaternion(0, 0, 0, 0); Item03.transform.localScale = Vector3.one; Item03.GetComponentInChildren <Rigidbody>().detectCollisions = false; //- Item04.transform.parent = CharRightHand.transform; Item04.transform.localPosition = Vector3.zero; Item04.transform.localRotation = new Quaternion(0, 0, 0, 0); Item04.transform.localScale = Vector3.one; Item04.GetComponentInChildren <Rigidbody>().detectCollisions = true; //- CharRightHandIdleRot = new Quaternion(-0.3f, 0, 0, 1); break; } //--- if (rigthY == 0 && rigthX == 0) { CharRightHand.transform.parent = this.transform; // CharRightHand.transform.localPosition = Vector3.Lerp(CharRightHand.transform.localPosition,CharRightHandIdlePos, 1f ); CharRightHand.transform.localRotation = Quaternion.Slerp(CharRightHand.transform.rotation, CharRightHandIdleRot, 1f); } else { CharRightHand.transform.parent = this.GetComponent <CharContolerLogic_simple>().Head.transform; //print (Mathf.Min(1,ItemLookIntensity)); CharRightHand.transform.localPosition = new Vector3((1 - ItemLookIntensity) * 0.3f, (-0.05f - CharRightHandIdlePos.y + (ItemLookIntensity * 0.05f)), Mathf.Min(1, (ItemLookIntensity) + 0.5f)); CharRightHand.transform.rotation = Quaternion.Slerp(CharRightHand.transform.rotation, ItemLookdirection, 0.3f); } }
public void Start() { _ItemActions = GameObject.Find("GameFlow").GetComponent <ItemActions> (); _GameState = GameObject.Find("GameFlow").GetComponent <GameState> (); _PlayerControl = GameObject.Find("GameFlow").GetComponent <PlayerControl> (); }
private void Awake() { instance = this; }