/// <summary> /// Little help here, since they're named little confusing. /// Those actually don't activate them in level or anything, but happen AFTER a subsystem has been triggered. /// If you want anything special to happen when the player activates a certain number of subsystems, do it here. /// If you have levels that use more/less than 3 subsystems mixed with levels that do use 3, you could rewrite so /// it uses the amount of subsystems in the level found in level.trigger.count(-1 if it has the levelfinish active). /// </summary> public void ActivateSubsystem() { subsystems++; if (subsystems == 1) { Application.GetData().inventory.Add(ItemLibrary.Get().items[0], 1); Application.GetData().inventory.Add(ItemLibrary.Get().items[2], 1); } if (subsystems == 2) { Application.GetData().inventory.Add(ItemLibrary.Get().keyList[4], 1); } if (subsystems >= 3) { for (int i = 0; i < Application.GetData().inventory.content.Count; i++) { if (Application.GetData().inventory.content[i].item.type == "weap") { Weapon w = (Weapon)Application.GetData().inventory.content[i].item; w.currentammo = w.clipsize; w.ammo = w.maxAmmo; } } ActivateLevelFinish(); } }
static GameManager() { ItemLibrary itemLibrary = new ItemLibrary(); MoveManager move = new MoveManager(); SpaceContoroler space = new SpaceContoroler(); SkillControler skill = new SkillControler(); PlayerObjectManager player = new PlayerObjectManager(); EnemyManager enemy = new EnemyManager(); MapManager map = new MapManager(); ///////セットアップ SeanState.Add(States.MakePlayerObj, new MakePlayerObj(move, player)); SeanState.Add(States.CameraSetUp, new CameraMoveSetState(move)); SeanState.Add(States.SetEnemyLibrary, new SetEnemyLibrary(enemy)); ////////メインシーン SeanState.Add(States.Main, new MainState(move, space)); SeanState.Add(States.MapMove, new MapMoveState(move, enemy, map)); SeanState.Add(States.AtackState, new AtackState(skill, player, move)); SeanState.Add(States.EnemyDamage, new EnemyDamageState(skill, player)); SeanState.Add(States.ChargeSet, new ChargeSetState(skill, player)); SeanState.Add(States.PlayerFind, new PlayerFindState(move)); SeanState.Add(States.DethCheck, new DethCheckState(move, enemy)); }
public static IEnumerable <Item> ItemList() { ItemLibrary lib = new ItemLibrary(ConfigurationHelper.GetsmARTDBContextConnectionString()); IEnumerable <Item> result = lib.GetActiveItems().OrderBy(o => o.Short_Name); return(result); }
public void Initialize(UIManager uiManager, GameObject player) { mManager = uiManager; this.player = player; this.itemLibrary = uiManager.allManager.itemLibrary; gameObject.SetActive(false); this.itemBox = player.GetComponent <ItemBox>(); itemNum = itemBox.maxItemNum; buttonList = new ItemButton[itemNum]; selectedItem = -1; chosenItem = -1; emptyItemSprite = Resources.Load <Sprite>(emptyImagePath); chosenItemSprite = Resources.Load <Sprite>(chosenImagePath); selectedItemSprite = Resources.Load <Sprite>(selectedImagePath); string buttonName = "itemButton "; for (int i = 0; i < itemNum; i++) { buttonList[i] = transform.Find(buttonName + "(" + i + ")").gameObject.GetComponent <ItemButton>(); if (buttonList[i] != null) { buttonList[i].Initialize(this, itemLibrary, itemBox.itemList[i], i); } } }
public Item(ItemLibrary itemLibrary, int id, String name = " ", GameObject prefab = null, Sprite image = null, int usageOrder = -1, int usagePara = 0) { this.itemLibrary = itemLibrary; itemID = id; itemName = name; if (prefab == null) { itemPrefab = defaultPrefab; } else { itemPrefab = prefab; } if (image == null) { itemImage = defaultImage; } else { itemImage = image; } this.usageOrder = usageOrder; this.usagePara = usagePara; }
//--------------------------------------------------------------------------------------------- public static bool IsSummon(UOCharacter ch) { bool result = false; if (ch.Renamable || Game.IsMob(ch.Serial) || Game.IsMobRenamed(ch.Serial)) { result = true; } if (!result) { foreach (IUOItemType itemType in ItemLibrary.PlayerSummons) { if (itemType.Graphic == ch.Model && itemType.Color == ch.Color) { if (ItemLibrary.IsMonsterConflictSummon(ch)) { IUOItemType conflictType = ItemLibrary.GetMonsterConflictSummon(ch); string defaultName = (conflictType.Name + String.Empty).Replace(" ", "").ToLower(); string compareName = (ch.Name + String.Empty).Replace(" ", "").ToLower(); result = !compareName.Contains(defaultName); } else { result = true; } break; } } } return(result); }
// Creation logic #region public static Item CreateItemFromStringReference(string itemName) { Item data = ItemLibrary.GetItemDataByName(itemName); Item item = new Item(data); return(item); }
private void Awake() { _instance = this; generateImageNames(); generateInfos(); generateLabels(); generateItems(); }
private void Start() { itemLibrary = GameObject.Find("ItemLibrary").GetComponent <ItemLibrary>(); if (!itemLibrary) { Debug.LogError("Item Library not found!"); } }
public void CreateReward(List <Item> reward) { DialogueItem i = Instantiate <DialogueItem>(itemPrefab, content.transform); i.SetText(""); dialogues.Add(i); item.AddItems(ItemLibrary.GenerateAmounts(reward, 500)); //placeholder value item.SetText("Yours for the taking..."); }
public static ItemLibrary Get() { if (instance == null) { instance = new ItemLibrary(); instance.Init(); } return(instance); }
public static ItemLibrary Get() { if (instance == null) { instance = new ItemLibrary(); instance.Init(); } return instance; }
public static Item GeItemByID(string id) { int itemID = 0; int.TryParse(id, out itemID); ILibrary <Item> lib = new ItemLibrary(ConfigurationHelper.GetsmARTDBContextConnectionString()); return(lib.GetByID(itemID.ToString())); }
void Awake() { if (_instance != null && _instance != this) { Destroy(this.gameObject); } else { _instance = this; } }
public RecipeData(RecipeDataImporter Settings) { mProduceItem = new ItemStack(ItemLibrary.GetID(Settings.mProduceName), Settings.mProduceAmount); mIngredients = new ItemStack[Settings.mIngredientsAmounts.Length]; for (int i = 0; i < Settings.mIngredientsAmounts.Length; ++i) { mIngredients[i] = new ItemStack(ItemLibrary.GetID(Settings.mIngredientsNames[i]), Settings.mIngredientsAmounts[i]); } }
void Start() { itemLibrary = GetComponent <ItemLibrary>(); itemLibrary.Initialize(); itemManager = new ItemManager(this, dropItemPool, dropItemPoolSize); worldObjectManager = new WorldObjectManager(this, worldObjectTemplateList, worldObjectPool, worldObjectPoolSize); characterObjectManager = new CharacterObjectManager(this, characterObjectTemplateList, characterObjectPool, characterObjectPoolSize); uiManager = new UIManager(this); }
public void PlayerSelectItem() { OverlayView.Instance.ShowOverlay(OverlayView.Overlay.ItemView, (i) => { var item = Player.Instance.Items.GetElements()[i]; var itemtype = ItemLibrary.Lookup(item.Name); if (itemtype.UsableInFight) { UnityEngine.Debug.Log("use item"); itemtype.OnUse.Invoke(() => action = new PlayerAction(i, PlayerAction.ActionType.Item)); } }); }
void Start() { //Set Sprite of Pickup GetComponent <SpriteRenderer>().sprite = ItemLibrary.GetItem(itemToPickUp).icon; //Add Random Direction and Magantude Force rig = GetComponent <Rigidbody2D>(); rig.AddForce(Random.Range(range.x, range.y) * new Vector2(Random.Range(-1f, 1f), Random.Range(-1f, 1f))); //Set Lifetime To Destroy Destroy(gameObject, lifeTime); }
public Level Generate() { Level levelGen = new Level(); LevelFromImage lfi = new LevelFromImage(); levelGen.structure = lfi.BuildStructure(); lfi.AddObjectsFromImage(levelGen); if (lfi.output.playerSpawns <= 0) { levelGen.playerSpawnPoints = SetPlayerSpawnPoints(levelGen); } //levelGen.pickupSpawnPoints = SetPickupSpawnPoints(); //levelGen.enemySpawnPoints = SetEnemySpawnPoints(); pickUpCount = ((levelGen.structure.GetLength(0) * levelGen.structure.GetLength(1)) / 100); //int factor = ((levelGen.structure.GetLength(0) + levelGen.structure.GetLength(1) / 100)); int factor = 1; pickUpCount = pickUpCount + (rng.Next(0, 10) * factor); enemyCount = pickUpCount * 2; pickUpCount += 10; maxMeleeCount = enemyCount / 2; maxRangedCount = (enemyCount / 2) - 1; maxBossCount = 1; /**/ /* * for (int i = 0; i < enemyCount; i++) * { * if (rng.Next(0, 2) == 0 && !(maxMeleeCount >= enemyCount / 2 + (rng.Next(-5, 5))) && !(maxMeleeCount + maxRangedCount + maxBossCount >= enemyCount)) maxMeleeCount++; * if (rng.Next(0, 2) == 1 && !(maxRangedCount >= enemyCount / 2 + (rng.Next(-5, 5))) && !(maxMeleeCount + maxRangedCount + maxBossCount >= enemyCount)) maxRangedCount++; * if (rng.Next(0, 2) == 2 && !(maxBossCount >= enemyCount/20) && !(maxMeleeCount + maxRangedCount + maxBossCount >= enemyCount)) maxBossCount++; * } * /**/ for (int i = 0; i < enemyCount; i++) { //int current = rng.Next(0, levelGen.enemySpawnPoints.Count); levelGen.enemies.Add(SpawnEnemy(levelGen)); //levelGen.enemySpawnPoints.RemoveAt(current); } for (int i = 0; i < pickUpCount; i++) { //int current = rng.Next(0, levelGen.pickupSpawnPoints.Count); levelGen.pickUps.Add(SpawnPickup(levelGen, rng.Next(0, ItemLibrary.Get().generics.Count))); //levelGen.pickupSpawnPoints.RemoveAt(current); }
/// <summary> /// Perform the setup and import for all assets /// </summary> public static void AttemptImport(bool ForceReimport = false) { if (!bIsLoaded || ForceReimport) { VoxelLibrary.ImportBaseSettings(); ItemLibrary.ImportBaseSettings(); RecipeLibrary.ImportBaseSettings(); VoxelLibrary.BuildFromImport(); ItemLibrary.BuildFromImport(); RecipeLibrary.BuildFromImport(); bIsLoaded = true; } }
public override async Task AddOrUpdateInclusive(MovieLibrary library) { IList <ItemLibrary> existingItemLibraries = MediaCloudContext.ItemLibraries.ToList(); IList <ItemGenre> existingItemGenres = MediaCloudContext.ItemGenres.ToList(); //Don't re-add existing items foreach (ItemLibrary itemLibrary in library.ItemLibraries) { ItemLibrary existingItemLibrary = existingItemLibraries.FirstOrDefault(x => x.ItemId == itemLibrary.Item.Id); if (existingItemLibrary != null) { MediaCloudContext.Entry(itemLibrary.Item).State = EntityState.Unchanged; itemLibrary.ItemId = existingItemLibrary.ItemId; } else { existingItemLibraries.Add(itemLibrary); } //Don't re-add existing genres foreach (ItemGenre itemGenre in itemLibrary.Item.ItemGenres) { ItemGenre existingItemGenre = existingItemGenres.FirstOrDefault(x => x.GenreId == itemGenre.Genre.Id); if (existingItemGenre != null) { Entities.Genre localEntry = MediaCloudContext.Set <Entities.Genre>().Local.FirstOrDefault(entry => entry.Id == itemGenre.Genre.Id); //Make sure an already attached genre isn't attached again if (localEntry != null) { MediaCloudContext.Entry(localEntry).State = EntityState.Detached; } MediaCloudContext.Entry(itemGenre.Genre).State = EntityState.Unchanged; itemGenre.GenreId = existingItemGenre.GenreId; } else { existingItemGenres.Add(itemGenre); } } } await MediaCloudContext.MovieLibraries.AddAsync(library); await MediaCloudContext.SaveChangesAsync(); }
public static void print_and_exit() { if (in_print_and_exit == false) { in_print_and_exit = true; seg044.PlaySound(Sound.sound_FF); Logger.Close(); ItemLibrary.Write(); seg001.EngineStop(); } }
public Actor() { this.name = "player"; this.position = new Vector2(); this.selector = new GameObject(); this.selector.position = new Vector2(0, 0); this.actions = maxActions; this.Weapon = new Slot <Weapon>(); this.Armor = new Slot <Armor>(); Weapon.content = new Weapon(ItemLibrary.Get().weaponList[0]); Armor.content = new Armor(ItemLibrary.Get().armorList[0]); XselecRange = Weapon.content.range; }
public void Initialize(ItemPanel itemPanel, ItemLibrary itemLibrary, int itemID, int buttonOrder) { this.itemPanel = itemPanel; this.itemLibrary = itemLibrary; this.itemID = itemID; this.buttonOrder = buttonOrder; itemImage = transform.Find("Image").gameObject.GetComponent <Image>(); this.emptyItemSprite = itemPanel.emptyItemSprite; this.chosenItemSprite = itemPanel.chosenItemSprite; this.selectedItemSprite = itemPanel.selectedItemSprite; UpdateItemImage(); onClick.AddListener(SelectItem); }
//Inventory Management Functions public bool AddItemToInventory(int itemIDToAdd) { Item itemToAdd = ItemLibrary.GetItem(itemIDToAdd); if (currentWeight + itemToAdd.weight < maxWeight) { inventory.Add(itemToAdd); UpdateWeight(); InventoryChanged(); return(true); } else { InventoryChanged(); return(false); } }
public static void CreateItemsOnTurnCycleStart(int itemsToCreate) { for (int i = 0; i < itemsToCreate; i++) { // Get a random valid spawn location for the item Tile spawnLocation = WorldController.GetAllValidNewItemLocationTiles(WorldController.currentWorld) [new Random().Next(0, WorldController.GetAllValidNewItemLocationTiles(WorldController.currentWorld).Count)]; // Was a valid spawning tile actually found? if (spawnLocation != null) { // Create a new random item Item newRandomItem = ItemController.CreateItemFromItemData(ItemLibrary.GetRandomItemData()); // Place item at the spawn location ItemController.PlaceItemOnTile(spawnLocation, newRandomItem); } } }
public void InitializeItemBox(int maxNumber, int[] iniHold) // be called in the respective manager, e.g. WorldObjectManager / CharacterObjectManager { maxItemNum = maxNumber; itemList = new int[maxItemNum]; defaultEmpty = 0; itemLibrary = GetComponent <Basic>().mManager.allManager.itemLibrary; itemManager = GetComponent <Basic>().mManager.allManager.itemManager; int tempIndex = (iniHold.Length < maxItemNum) ? iniHold.Length : maxItemNum; itemNum = 0; for (int i = 0; i < maxItemNum; i++) { itemList[i] = -1; } for (int i = 0; i < iniHold.Length && itemNum < maxNumber; i++) { ObtainItem(iniHold[i]); } }
// Use this for initialization void Start() { this.nextLevel = 3; money = 0; this.activeWeapon = new NonItem(); this.activeDefense = new NonItem(); this.activeUtility = new NonItem(); this.library = new ItemLibrary(); this.activeWeapon = this.library.GetItem("GrenadeLauncher"); this.health = 100f; GameObject oldData = GameObject.Find("oldPersistentData"); if (oldData != null) { this.money += oldData.GetComponent <TestMenu>().money; Destroy(oldData); } GameObject returnData = GameObject.Find("returnPersistentData"); if (returnData != null) { TestMenu data = returnData.GetComponent <TestMenu>(); this.money += data.money; this.nextLevel = data.nextLevel; this.activeWeapon = data.activeWeapon; this.activeUtility = data.activeUtility; this.activeDefense = data.activeDefense; this.health = data.health; this.library = data.library; Destroy(returnData); } DontDestroyOnLoad(transform.gameObject); availableWeapons = new string[] { "Projectile", "Lazer", "BurstJump", "Rush", "SpeedBurst", "GrenadeToss", "DeathLazer" }; weaponData = new string[] { availableWeapons [0], availableWeapons [0], availableWeapons [0], availableWeapons [0] }; buttonTracker = new int[] { 0, 0, 0, 0 }; armorData = new double[] { 1.0, 1.0, 1.0, 1.0 }; }
public void ItemClicked(BaseEventData e) { if (!(e is PointerEventData)) { return; } var a = e as PointerEventData; var index = a.pointerEnter.transform.parent.GetSiblingIndex() - 1; // minus 1 because template object var item = Items[index]; var itemtype = ItemLibrary.Lookup(item.Name); if (OverlayView.Instance.isActive) { OverlayView.Instance.Value = index; return; } if ((Game.Instance.CurrentGameState & Game.GameState.Battle) != 0) { if (itemtype.UsableInFight) { UnityEngine.Debug.Log("use item"); itemtype.OnUse.Invoke(() => {}); } } if ((Game.Instance.CurrentGameState & Game.GameState.World) != 0) { if (itemtype.UsableInWorld) { UnityEngine.Debug.Log("use item"); itemtype.OnUse.Invoke(() => { }); } } }
public void SpawnPlayer() { player = new Actor(); player.health = 10; player.maxHealth = 10; Application.GetData().inventory.Add(player.Weapon.content, 1); Application.GetData().inventory.Add(player.Armor.content, 1); Application.GetData().inventory.Add(ItemLibrary.Get().grenadeList[1], 1); Application.GetData().inventory.Add(ItemLibrary.Get().armorList[4], 1); //DEBUGGING ONLY, DONT TOUCH IF YOU DONT KNOW WHAT YOU'RE DOING /* * Application.GetData().inventory.Add(ItemLibrary.Get().items[0], 1); * Application.GetData().inventory.Add(ItemLibrary.Get().weaponList[5], 1); * Application.GetData().inventory.Add(ItemLibrary.Get().grenadeList[0], 1); * Application.GetData().inventory.Add(ItemLibrary.Get().grenadeList[1], 1); * Application.GetData().inventory.Add(ItemLibrary.Get().usableList[0], 1); * Application.GetData().inventory.Add(ItemLibrary.Get().usableList[1], 1); * Application.GetData().inventory.Add(ItemLibrary.Get().usableList[2], 1); * Application.GetData().inventory.Add(ItemLibrary.Get().weaponList[1], 1); * Application.GetData().inventory.Add(ItemLibrary.Get().weaponList[2], 1); * Application.GetData().inventory.Add(ItemLibrary.Get().keyList[0], 1); * Application.GetData().inventory.Add(ItemLibrary.Get().keyList[1], 1); * Application.GetData().inventory.Add(ItemLibrary.Get().keyList[2], 1); * Application.GetData().inventory.Add(ItemLibrary.Get().keyList[3], 1); * //player.AddTrait(2, "temp", new HeavyInjuryTrait(5)); * /**/ Random rng = new Random(); player.position = level.playerSpawnPoints[rng.Next(0, 4)]; Application.GetData().collision.Add(player); }
//call after new container data is assigned void InitializeButtons() { itemLibrary = GameObject.FindGameObjectWithTag ("mc").GetComponent<ItemLibrary> (); buttonList = new Button[storage.size]; RectTransform slotRect = buttonPrefab.GetComponent<RectTransform> (); RectTransform containerRect = gameObject.GetComponent<RectTransform> (); float width = slotRect.rect.width * storage.size; float height = slotRect.rect.height; //adjust container height to fit buttons containerRect.offsetMin = new Vector2 (containerRect.offsetMin.x, 0); containerRect.offsetMax = new Vector2 (containerRect.offsetMin.x + width, containerRect.offsetMin.y + height); for (int i = 0; i < storage.size; i += 1) { //create our prefab slot GameObject newSlot = Instantiate(buttonPrefab) as GameObject; newSlot.transform.SetParent(gameObject.transform); //reposition RectTransform thisRect = newSlot.GetComponent<RectTransform> (); thisRect.offsetMin = new Vector2(containerRect.offsetMin.x + (slotRect.rect.width * i), 0); thisRect.offsetMax = new Vector2(containerRect.offsetMin.x + (slotRect.rect.width * i) + slotRect.rect.width, 0); thisRect.localScale = new Vector3(1, 1, 1); //save a reference to this slot and add a handler Button thisButton = newSlot.GetComponent<Button>(); buttonList[i] = thisButton; //save for later int capture = i; thisButton.onClick.AddListener(() => leftclickSlot(capture)); //refresh image and number refreshItem(i); } }
void Start() { itemLibrary = GameObject.FindGameObjectWithTag ("mc").GetComponent<ItemLibrary> (); }
private void Awake() { _instance = this; }