예제 #1
0
    public void OnExit(bool head)
    {
        switch (ID)
        {
        case BlockID.Cloud:
            if (head)
            {
                ScreenFader.SetFade(0.0f, 0.0f, 0.0f, 0.0f);
                SetShaderCulling(true);
                MapInteraction.AllowReticle();
            }
            break;

        case BlockID.Water:
            if (head)
            {
                ScreenFader.SetFade(0.0f, 0.0f, 0.0f, 0.0f);
                SetShaderCulling(true);
                MapInteraction.AllowReticle();
            }
            break;

        default:
            return;
        }
    }
예제 #2
0
    public void OnEnter(bool head)
    {
        switch (ID)
        {
        case BlockID.Cloud:
            if (head)
            {
                ScreenFader.SetFade(1.0f, 1.0f, 1.0f, 0.5f);
                SetShaderCulling(false);
                MapInteraction.DisallowReticle();
            }
            break;

        case BlockID.Water:
            if (head)
            {
                ScreenFader.SetFade(0.0f, 0.0f, 1.0f, 0.3f);
                SetShaderCulling(false);
                MapInteraction.DisallowReticle();
            }
            break;

        default:
            return;
        }
    }
예제 #3
0
    public void SetRect(Rect selectionRect, MapInteraction mapInteraction)
    {
        Vector3 boxSize = new Vector3(Mathf.Abs(selectionRect.size.x), Mathf.Abs(selectionRect.size.y), 1);

        transform.localScale = boxSize;
        transform.position   = selectionRect.center;
        map = mapInteraction;
    }
 public FactionsDisplayManager(MainGameManager mainGameManager,
                               Canvas hudCanvas,
                               GameObject factionsPrefab,
                               UnityObjectManager objectManager,
                               FactionsInteractionManager interactionManager,
                               MapInteraction mapInteraction)
 {
     _mainGameManager = mainGameManager;
     Factions         = CreateFactionsDisplay(objectManager, interactionManager, mapInteraction);
 }
예제 #5
0
 public void UpdateUiState(GameState gameState,
                           MapInteraction mapInteraction,
                           float timeDelta,
                           UiAethetics aethetics,
                           ProvinceNeighborsTable neighbors)
 {
     foreach (TileDisplay tile in TileDisplays)
     {
         tile.UpdateHighlighting(gameState, mapInteraction, aethetics.TransitionSpeed, timeDelta, neighbors);
     }
     _mapUnityObject.UpdateTileStatesBuffer(TileDisplays);
 }
예제 #6
0
 public InteractionManager(MainGameManager mainManager,
                           Map map,
                           GameSetup gameSetup,
                           UnityObjectManager unityObjectManager,
                           IEnumerable <PlayerSetup> playerSetups)
 {
     gameSetup.NextTurnButton.onClick.AddListener(() => AdvanceGame());
     _mainManager = mainManager;
     Map          = new MapInteraction(this, map, mainManager.ObjectManager);
     Timeline     = new TimelineInteraction(this);
     Factions     = new FactionsInteractionManager(unityObjectManager.Factions);
 }
예제 #7
0
 private bool GetIsNeighborSelected(GameState gameState,
                                    ProvinceNeighborsTable neighborsTable,
                                    MapInteraction mapInteraction,
                                    Province myProvince)
 {
     if (mapInteraction.SelectedProvince != null)
     {
         HashSet <Province> neighbors = neighborsTable.GetNeighborsFor(mapInteraction.SelectedProvince);
         return(neighbors.Contains(myProvince));
     }
     return(false);
 }
        public MapInteraction getInteraction(MapModel mm, int x, int y)
        {
            MapInteraction mi = new MapInteraction();
            if(mm.map[x,y] == "Rest")
            {
                mi.hasDialog = true;
                mi.dialog = "Would you like to rest?";
            }
            else if(mm.map[x,y] == "Quest")
            {
                mi.hasDialog = true;
                mi.dialog = "What quest would you like to do?";
            }
            else if (mm.map[x, y] == "DungeonMaster")
            {
                mi = new DungeonSelectInteraction();
                mi.hasDialog = true;
                mi.hasOptions = true;
                mi.dialog = "What dungeon would you like to go to?";
                mi.options = new List<MapOption>();
                if (isDungeonUnlocked("Emergence Cavern"))
                {
                    mi.options.Add(new MapOption() { text = "Emergence Cavern", value = "Emergence Cavern" });
                }
                if (isDungeonUnlocked("Emergence Cavern B2"))
                {
                    mi.options.Add(new MapOption() { text = "Emergence Cavern F2", value = "Emergence Cavern F2" });
                }
                ((DungeonSelectInteraction)mi).maxPartySize = 3;
            }
            else if (mm.map[x, y] == "ClassTrainer")
            {
                mi = new ClassTrainerInteraction();
                mi.hasDialog = true;
                mi.hasOptions = true;
                mi.dialog = "Please select the characters you want to change classes for.";
                mi.options = new List<MapOption>();
                List<string> characters = getCharacters();
                foreach (string c in characters)
                {
                    mi.options.Add(new MapOption() { text = c, value = c });
                }
                List<string> classes = getClasses();
                foreach (string c in classes)
                {
                    ((ClassTrainerInteraction)mi).classes.Add(new MapOption() { text = c, value = c });
                }
            }

            return mi;
        }
예제 #9
0
    /// <summary>
    /// Opens the map UI
    /// </summary>
    /// <returns><c>true</c>, if map was opened, <c>false</c> otherwise.</returns>
    public bool OpenMap()
    {
        MapInteraction.UpdateMap(GameWorldController.instance.LevelNo);

        if (GameWorldController.instance.getMus() != null)
        {
            GameWorldController.instance.getMus().InMap = true;
        }
        UWHUD.instance.MessageScroll.Clear();
        UWHUD.instance.ContextMenu.text = "";
        UWHUD.instance.RefreshPanels(UWHUD.HUD_MODE_MAP);

        return(true);
    }
예제 #10
0
 public FactionDisplay(FactionInteraction factionInteraction,
                       UnityObjectManager objectManager,
                       FactionsInteractionManager interactionManager,
                       MapInteraction mapInteraction)
 {
     _objectManager          = objectManager;
     _mapInteraction         = mapInteraction;
     _unityObject            = objectManager.GetUnityObject(factionInteraction.Faction);;
     Faction                 = _unityObject.Faction;
     _unityObject.Text.text  = Faction.Name;
     _unityObject.Text.color = Faction.Color;
     _interactionManager     = interactionManager;
     _factionInteraction     = factionInteraction;
     _orderIndicators        = objectManager.GetOrderIndicatorsFor(factionInteraction.Faction).ToList().AsReadOnly();
 }
 public MapInteraction getInteraction(MapModel mm, int x, int y)
 {
     MapInteraction mi = new MapInteraction();
     if (mm.map[x, y] == "Exit")
     {
         mi = new DungeonSelectInteraction();
         mi.hasDialog = true;
         mi.hasOptions = true;
         mi.dialog = "Would you like to leave this dungeon?";
         mi.options = new List<MapOption>();
         mi.options.Add(new MapOption() { text = "Yes", value = "Ensemble Village" });
         mi.options.Add(new MapOption() { text = "No", value = "" });
         ((DungeonSelectInteraction)mi).isExit = true;
     }
     return mi;
 }
예제 #12
0
    /// <summary>
    /// Initialise the button art
    /// </summary>
    private void Awake()
    {
        instance = this;
        if (_RES != GAME_UW2)
        {
            for (int i = 0; i <= MapSelectButtons.GetUpperBound(0); i++)
            {
                if (MapSelectButtons[i] != null)
                {
                    UWHUD.instance.EnableDisableControl(MapSelectButtons[i].gameObject, false);
                }
            }
            return;
        }

        InitMapButtons(MapSelectButtons);
    }
예제 #13
0
    /// <summary>
    /// Opens the map UI
    /// </summary>
    /// <returns><c>true</c>, if map was opened, <c>false</c> otherwise.</returns>
    public bool OpenMap()
    {
        UWCharacter.Instance.playerMotor.jumping.enabled = false;
        MapInteraction.UpdateMap(GameWorldController.instance.LevelNo);
        WindowDetectUW.InMap = true;
        if (_RES != GAME_UW2)
        {
            if (GameWorldController.instance.getMus() != null)
            {
                GameWorldController.instance.getMus().InMap = true;
            }
        }
        UWHUD.instance.MessageScroll.Clear();
        UWHUD.instance.ContextMenu.text = "";
        UWHUD.instance.RefreshPanels(UWHUD.HUD_MODE_MAP);

        return(true);
    }
예제 #14
0
    /// <summary>
    /// Opens the map UI
    /// </summary>
    /// <returns><c>true</c>, if map was opened, <c>false</c> otherwise.</returns>
    public bool OpenMap(int levelno)
    {
        Time.timeScale       = 0f;
        WindowDetectUW.InMap = true;
        UWHUD.instance.RefreshPanels(UWHUD.HUD_MODE_MAP);
        UWCharacter.Instance.playerMotor.jumping.enabled = false;
        MapInteraction.UpdateMap(levelno);

        if (_RES != GAME_UW2)
        {
            if (MusicController.instance != null)
            {
                MusicController.instance.InMap = true;
            }
        }
        UWHUD.instance.MessageScroll.Clear();
        UWHUD.instance.ContextMenu.text = "";


        return(true);
    }
예제 #15
0
    public void UpdateHighlighting(GameState gameState,
                                   MapInteraction mapInteraction,
                                   float transitionSpeed,
                                   float timeDelta,
                                   ProvinceNeighborsTable neighbors)
    {
        Province myProvince         = gameState.GetTilesProvince(Tile).Identifier;
        bool     isNeighborSelected = mapInteraction.OwnedProvinceSelected &&
                                      GetIsNeighborSelected(gameState, neighbors, mapInteraction, myProvince);

        float speed = transitionSpeed * timeDelta;

        bool isHovered  = mapInteraction.HoveredProvince == myProvince;
        bool isSelected = mapInteraction.SelectedProvince == myProvince;
        bool isDragging = isSelected && mapInteraction.Dragging;
        bool isDragged  = mapInteraction.DraggedOnProvince == myProvince;

        Hover      = Mathf.Lerp(Hover, isHovered ? 1 : 0, speed);
        Selected   = Mathf.Lerp(Selected, isSelected ? 1 : 0, speed);
        Dragging   = Mathf.Lerp(Dragging, isDragging ? 1 : 0, speed);
        Dragged    = Mathf.Lerp(Dragged, isDragged ? 1 : 0, speed);
        Targetable = Mathf.Lerp(Targetable, isNeighborSelected ? 1 : 0, speed);
    }
        public MapInteraction getInteraction(MapModel mm, int x, int y)
        {
            MapInteraction mi = new MapInteraction();

            if (mm.map[x, y] == "Exit")
            {
                mi            = new DungeonSelectInteraction();
                mi.hasDialog  = true;
                mi.hasOptions = true;
                mi.dialog     = "Would you like to leave this dungeon?";
                mi.options    = new List <MapOption>();
                mi.options.Add(new MapOption()
                {
                    text = "Yes", value = "Ensemble Village"
                });
                mi.options.Add(new MapOption()
                {
                    text = "No", value = ""
                });
                ((DungeonSelectInteraction)mi).isExit = true;
            }
            return(mi);
        }
예제 #17
0
 private void Start()
 {
     mapGenerator   = FindObjectOfType <ProceduralTerrain>();
     mapInteraction = FindObjectOfType <MapInteraction>();
     AudioSource.PlayOneShot(buildingClickAudio);
 }
    private IEnumerable <FactionDisplay> CreateFactionsDisplay(UnityObjectManager objectManager, FactionsInteractionManager interactionManager, MapInteraction mapInteraction)
    {
        List <FactionDisplay> ret = new List <FactionDisplay>();

        foreach (FactionInteraction faction in interactionManager.Factions)
        {
            FactionDisplay factionDisplay = new FactionDisplay(faction, objectManager, interactionManager, mapInteraction);
            ret.Add(factionDisplay);
        }
        return(ret);
    }
예제 #19
0
        public MapInteraction getInteraction(MapModel mm, int x, int y)
        {
            MapInteraction mi = new MapInteraction();

            if (mm.map[x, y] == "Rest")
            {
                mi.hasDialog = true;
                mi.dialog    = "Would you like to rest?";
            }
            else if (mm.map[x, y] == "Quest")
            {
                mi.hasDialog = true;
                mi.dialog    = "What quest would you like to do?";
            }
            else if (mm.map[x, y] == "DungeonMaster")
            {
                mi            = new DungeonSelectInteraction();
                mi.hasDialog  = true;
                mi.hasOptions = true;
                mi.dialog     = "What dungeon would you like to go to?";
                mi.options    = new List <MapOption>();
                if (isDungeonUnlocked("Emergence Cavern"))
                {
                    mi.options.Add(new MapOption()
                    {
                        text = "Emergence Cavern", value = "Emergence Cavern"
                    });
                }
                if (isDungeonUnlocked("Emergence Cavern B2"))
                {
                    mi.options.Add(new MapOption()
                    {
                        text = "Emergence Cavern F2", value = "Emergence Cavern F2"
                    });
                }
                ((DungeonSelectInteraction)mi).maxPartySize = 3;
            }
            else if (mm.map[x, y] == "ClassTrainer")
            {
                mi            = new ClassTrainerInteraction();
                mi.hasDialog  = true;
                mi.hasOptions = true;
                mi.dialog     = "Please select the characters you want to change classes for.";
                mi.options    = new List <MapOption>();
                List <string> characters = getCharacters();
                foreach (string c in characters)
                {
                    mi.options.Add(new MapOption()
                    {
                        text = c, value = c
                    });
                }
                List <string> classes = getClasses();
                foreach (string c in classes)
                {
                    ((ClassTrainerInteraction)mi).classes.Add(new MapOption()
                    {
                        text = c, value = c
                    });
                }
            }


            return(mi);
        }
예제 #20
0
    public void Begin()
    {
        gameUi.SetActive(true);
        gameSelectUi.SetActive(false);

        //Init the art work for the hud
        //Init hud elements
        mapBackground.texture = GameWorldController.instance.bytloader.LoadImageAt(BytLoader.BLNKMAP_BYT);
        //mainwindow_art.texture=GameWorldController.instance.bytloader.LoadImageAt(BytLoader.MAIN_BYT);

        CursorIcon        = GameWorldController.instance.grCursors.LoadImageAt(0);
        CursorIconDefault = GameWorldController.instance.grCursors.LoadImageAt(0);
        CursorIconTarget  = GameWorldController.instance.grCursors.LoadImageAt(9);
        MapQuill          = GameWorldController.instance.grCursors.LoadImageAt(14);
        MapQuillWriting   = GameWorldController.instance.grCursors.LoadImageAt(12);
        MapEraser         = GameWorldController.instance.grCursors.LoadImageAt(13);
        //inventoryDownArrow.texture=GameWorldController.instance.grCursors.LoadImageAt(2);
        //inventoryUpArrow.texture=GameWorldController.instance.grCursors.LoadImageAt(1);

        GRLoader grPanels = new GRLoader(GRLoader.PANELS_GR);

        InventoryPanel.GetComponent <RawImage>().texture    = grPanels.LoadImageAt(0);
        RuneBagPanel.GetComponent <RawImage>().texture      = grPanels.LoadImageAt(1);
        StatsDisplayPanel.GetComponent <RawImage>().texture = grPanels.LoadImageAt(2);

        UWHUD.instance.EnableDisableControl(UWHUD.instance.main_windowUW1, _RES != GAME_UW2);
        UWHUD.instance.EnableDisableControl(UWHUD.instance.main_windowUW2, _RES == GAME_UW2);

        UWHUD.instance.EnableDisableControl(UWHUD.instance.InteractionControlUW1.gameObject, _RES != GAME_UW2);
        UWHUD.instance.EnableDisableControl(UWHUD.instance.InteractionControlUW2.gameObject, _RES == GAME_UW2);

        MapPanel.transform.SetAsLastSibling();
        ConversationPanel.transform.SetAsLastSibling();

        GRLoader grButtons = new GRLoader(GRLoader.BUTTONS_GR);

        if (grButtons != null)
        {
            InvUp.GetComponent <RawImage>().texture   = grButtons.LoadImageAt(27);
            InvDown.GetComponent <RawImage>().texture = grButtons.LoadImageAt(28);
        }

        if (_RES == GAME_UW2)
        {//Set line width of message scroll for UW2.
            MessageScroll.LineWidth   = 54;
            Conversation_tl.LineWidth = 48;
        }

        switch (_RES)
        {
        case GAME_UW2:
            //Set UW2 specific UI positions

            SetUIElementPosition(window, 128f, 210f, new Vector2(-40.8f, 20f));

            SetUIElementPosition(HudCompass, 16f, 52f, new Vector2(-40f, -56f));
            SetUIElementPosition(HudCompass.NorthIndicators[0], 4f, 10f, new Vector2(26.02f - 26f, 13.98f - 8f));
            SetUIElementPosition(HudCompass.NorthIndicators[1], 4f, 10f, new Vector2(33.01f - 26f, 13.99f - 8f));
            SetUIElementPosition(HudCompass.NorthIndicators[2], 5f, 5f, new Vector2(40.46f - 26f, 12.51f - 8f));
            SetUIElementPosition(HudCompass.NorthIndicators[3], 4f, 10f, new Vector2(44.00f - 26f, 12.01f - 8f));
            SetUIElementPosition(HudCompass.NorthIndicators[4], 5f, 7f, new Vector2(48.52f - 26f, 8.5f - 8f));
            SetUIElementPosition(HudCompass.NorthIndicators[5], 6f, 9f, new Vector2(46.51f - 26f, 7.02f - 8f));
            SetUIElementPosition(HudCompass.NorthIndicators[6], 5f, 8f, new Vector2(42.00f - 26f, 4.5f - 8f));
            SetUIElementPosition(HudCompass.NorthIndicators[7], 5f, 11f, new Vector2(33.49f - 26f, 3.5f - 8f));
            SetUIElementPosition(HudCompass.NorthIndicators[8], 5f, 12f, new Vector2(26f - 26f, 2.49f - 8f));
            SetUIElementPosition(HudCompass.NorthIndicators[9], 5f, 11f, new Vector2(18.5f - 26f, 3.49f - 8f));
            SetUIElementPosition(HudCompass.NorthIndicators[10], 5f, 8f, new Vector2(9.99f - 26f, 4.49f - 8f));
            SetUIElementPosition(HudCompass.NorthIndicators[11], 6f, 10f, new Vector2(5.04f - 26f, 7.01f - 8f));
            SetUIElementPosition(HudCompass.NorthIndicators[12], 5f, 7f, new Vector2(3.49f - 26f, 8.49f - 8f));
            SetUIElementPosition(HudCompass.NorthIndicators[13], 5f, 8f, new Vector2(5.98f - 26f, 10.51f - 8f));
            SetUIElementPosition(HudCompass.NorthIndicators[14], 6f, 8f, new Vector2(11.99f - 26f, 11.97f - 8f));
            SetUIElementPosition(HudCompass.NorthIndicators[15], 5f, 10f, new Vector2(19.03f - 26f, 13.5f - 8f));
            SetUIElementPosition(powergem, 5f, 14f, new Vector2(-40f, -53.79f));
            powergem.transform.parent.GetComponent <RectTransform>().SetSiblingIndex(HudCompass.GetComponent <RectTransform>().GetSiblingIndex() + 1);

            SetUIElementPosition(ChainsControl, 32f, 15f, new Vector2(119.7f, -35f));

            FlaskMana.GetComponent <RectTransform>().anchoredPosition   = new Vector2(139.5f, -48.4f);
            FlaskHealth.GetComponent <RectTransform>().anchoredPosition = new Vector2(100.14f, -48.5f);

            activeRunes[0].transform.parent.GetComponent <RectTransform>().anchoredPosition = new Vector2(1.9f, -11.6f);

            spelleffectdisplay[0].transform.parent.GetComponent <RectTransform>().anchoredPosition = new Vector2(-35f, -11.6f);

            //InventoryPanel.GetComponent<RectTransform>().anchoredPosition = new Vector2(114.7f,36f);
            SetUIElementPosition(InventoryPanel, 112f, 79f, new Vector2(114.6f, 36.7f));
            SetUIElementPosition(RuneBagPanel, 112f, 79f, new Vector2(114.6f, 36.7f));
            SetUIElementPosition(StatsDisplayPanel, 112f, 79f, new Vector2(114.6f, 36.7f));
            //RuneBagPanel.GetComponent<RectTransform>().anchoredPosition = new Vector2(114.7f,36f);
            //StatsDisplayPanel.GetComponent<RectTransform>().anchoredPosition = new Vector2(114.7f,36f);

            SetUIElementPosition(playerBody, 69f, 36f, new Vector2(1.78f, 20.51f));


            SetUIElementPosition(RightShoulder_Slot, 16f, 16f, new Vector2(16.8f - 39f, 99.4f - 56.3f));
            SetUIElementPosition(LeftShoulder_Slot, 16f, 16f, new Vector2(65.3f - 39f, 99.4f - 56.3f));
            SetUIElementPosition(RightHand_Slot, 16f, 16f, new Vector2(12.8f - 39f, 77f - 56.3f));
            SetUIElementPosition(LeftHand_Slot, 16f, 16f, new Vector2(68.3f - 39f, 76.9f - 56.3f));

            SetUIElementPosition(BackPack_Slot[0], 16f, 16f, new Vector2(11.9f - 39f, 30f - 55.9f));
            SetUIElementPosition(BackPack_Slot[1], 16f, 16f, new Vector2(30.9f - 39f, 30f - 55.9f));
            SetUIElementPosition(BackPack_Slot[2], 16f, 16f, new Vector2(49.9f - 39f, 30f - 55.9f));
            SetUIElementPosition(BackPack_Slot[3], 16f, 16f, new Vector2(68.9f - 39f, 30f - 55.9f));
            SetUIElementPosition(BackPack_Slot[4], 16f, 16f, new Vector2(11.9f - 39f, 12f - 55.9f));
            SetUIElementPosition(BackPack_Slot[5], 16f, 16f, new Vector2(30.9f - 39f, 12f - 55.9f));
            SetUIElementPosition(BackPack_Slot[6], 16f, 16f, new Vector2(49.9f - 39f, 12f - 55.9f));
            SetUIElementPosition(BackPack_Slot[7], 16f, 16f, new Vector2(68.9f - 39f, 12f - 55.9f));

            SetUIElementPosition(ContainerOpened, 16f, 16f, new Vector2(-26f, -4.8f));

            SetUIElementPosition(RightRing_Slot, 8f, 8f, new Vector2(-13.71f, 5.01f));
            SetUIElementPosition(LeftRing_Slot, 8f, 8f, new Vector2(17.69f, 5.01f));

            SetUIElementPosition(MonsterEyes, 3f, 20f, new Vector2(-40.06f, 94.48f));

            SetUIElementPosition(Legs_f_Slot, 51f, 19f, new Vector2(276.83f - 157.83f, 132.71f - 80.71f));
            SetUIElementPosition(Chest_f_Slot, 44f, 33f, new Vector2(277.83f - 157.83f, 137.71f - 80.71f));
            SetUIElementPosition(Helm_f_Slot, 20f, 20f, new Vector2(276.38f - 157.83f, 162.74f - 80.71f));
            SetUIElementPosition(Gloves_f_Slot, 15f, 33f, new Vector2(276.9f - 157.83f, 131.11f - 80.71f));
            SetUIElementPosition(Boots_f_Slot, 14f, 21f, new Vector2(275.83f - 157.83f, 109.01f - 80.71f));

            SetUIElementPosition(Legs_m_Slot, 51f, 19f, new Vector2(276.83f - 157.83f, 132.71f - 80.71f));
            SetUIElementPosition(Chest_m_Slot, 44f, 33f, new Vector2(277.83f - 157.83f, 137.71f - 80.71f));
            SetUIElementPosition(Helm_m_Slot, 20f, 20f, new Vector2(276.38f - 157.83f, 162.74f - 80.71f));
            SetUIElementPosition(Gloves_m_Slot, 15f, 33f, new Vector2(276.9f - 157.83f, 131.11f - 80.71f));
            SetUIElementPosition(Boots_m_Slot, 14f, 21f, new Vector2(275.83f - 157.83f, 109.01f - 80.71f));


            SetUIElementPosition(ContainerOpened.GetComponent <ContainerOpened>().BackpackBg, 0.9f, -34.4f, new Vector2(40.9f, 21.7f));

            MessageLogScrollEdgeRight.GetComponent <RectTransform>().anchoredPosition = new Vector2(65.87f, -64.4f);
            MessageScrollBackground.GetComponent <RectTransform>().SetSizeWithCurrentAnchors(RectTransform.Axis.Horizontal, 208.68f);
            MessageScrollBackground.GetComponent <RectTransform>().anchoredPosition = new Vector2(-40.8f, -64.8f);
            MessageScrollDrag.GetComponent <RectTransform>().SetSizeWithCurrentAnchors(RectTransform.Axis.Horizontal, 216f);
            MessageScrollDrag.GetComponent <RectTransform>().anchoredPosition = new Vector2(-41.2f, -64.5f);

            //MessageScroll.GetComponent<RectTransform>().SetSizeWithCurrentAnchors(RectTransform.Axis.Horizontal, 172f);
            //MessageScroll.GetComponent<RectTransform>().anchoredPosition= new Vector2(-39.5f, -62.4f);
            SetUIElementPosition(MessageScroll, 33f, 174f, new Vector2(-40.93f, -62.4f));

            //Conversation element positions
            SetUIElementPosition(Conversation_tl, 80f, 198f, new Vector2(-38.54f, -19.9f));
            SetUIElementPosition(ConversationPortraits[0], 70f, 64f, new Vector2(39.9f, 62f));
            SetUIElementPosition(ConversationPortraits[1], 70f, 64f, new Vector2(-125.9f, 62f));
            PCName.GetComponent <RectTransform>().anchoredPosition = new Vector2(-37.6f, 97.871f);
            PCName.alignment = TextAnchor.MiddleRight;
            NPCName.GetComponent <RectTransform>().anchoredPosition = new Vector2(-46.7f, 29.9f);
            NPCName.alignment = TextAnchor.MiddleLeft;


            //Player Trade

            SetUIElementPosition(playerTrade[0], 16f, 16f, new Vector2(130.7f - 158.6f, 180.8f - 100.69f));
            SetUIElementPosition(playerTrade[1], 16f, 16f, new Vector2(151.2f - 158.6f, 180.8f - 100.69f));
            SetUIElementPosition(playerTrade[2], 16f, 16f, new Vector2(130.7f - 158.6f, 163.2f - 100.69f));
            SetUIElementPosition(playerTrade[3], 16f, 16f, new Vector2(151.2f - 158.6f, 163.2f - 100.69f));
            SetUIElementPosition(playerTrade[4], 16f, 16f, new Vector2(130.7f - 158.6f, 145.62f - 100.69f));
            SetUIElementPosition(playerTrade[5], 16f, 16f, new Vector2(151.2f - 158.6f, 145.6f - 100.69f));

            SetUIElementPosition(npcTrade[0], 16f, 16f, new Vector2(81.5f - 158.6f, 180.8f - 100.69f));
            SetUIElementPosition(npcTrade[1], 16f, 16f, new Vector2(102f - 158.6f, 180.8f - 100.69f));
            SetUIElementPosition(npcTrade[2], 16f, 16f, new Vector2(81.5f - 158.6f, 163.2f - 100.69f));
            SetUIElementPosition(npcTrade[3], 16f, 16f, new Vector2(102f - 158.6f, 163.2f - 100.69f));
            SetUIElementPosition(npcTrade[4], 16f, 16f, new Vector2(81.5f - 158.6f, 145.6f - 100.69f));
            SetUIElementPosition(npcTrade[5], 16f, 16f, new Vector2(102.2f - 158.6f, 145.6f - 100.69f));


            //Automap
            SetUIElementPosition(MapDown, 30f, 30f, new Vector2(145f, 85f));
            SetUIElementPosition(MapUp, 30f, 30f, new Vector2(145f, -85f));
            SetUIElementPosition(MapEraserButton, 30f, 30f, new Vector2(120f, -25f));
            SetUIElementPosition(MapClose, 30f, 60f, new Vector2(120f, -55f));

            MapInteraction.InitMapButtons(InWorldGemSelect);
            break;
        }
    }
예제 #21
0
 public void OnClick()
 {
     MapInteraction.instance.CurrentWorld = world;
     MapInteraction.UpdateMap((int)world);
 }