public void UseStart(GameObject user) { if (user == null || string.IsNullOrEmpty(triggerObjectName)) { return; } Inventory userInventory = (Inventory)user.GetComponent <PlayerInventory>().playerInventory; if (userInventory != null) { ObjectPickup inventoryItem = userInventory.Remove(triggerObjectName); if (inventoryItem == null) { Debug.Log("Did not find " + triggerObjectName + " in your inventory"); return; } if (!user.GetComponent <GhostController>().isGhost) { InventoryUIController uiInventory = (InventoryUIController)Transform.FindObjectOfType <InventoryUIController>(); if (uiInventory != null) { Debug.Log("Found InventoryUIController"); uiInventory.RemoveFromInventoryPanel(inventoryItem); } } // inventoryItem.gameObject.SetActive(true); // inventoryItem.transform.position = new Vector3(transform.position.x, transform.position.y, transform.position.z - 1f); Debug.Log("--- objectInventory ---"); objectInventory.Add(inventoryItem); objectInventory.LogInventory(); } }
/// <summary> /// Fades the message according to the fade speed. /// </summary> private void FadeMessage() { m_ObjectAlphaColor = Mathf.Max(m_ObjectAlphaColor - m_ObjectFadeSpeed, 0); if (m_ObjectAlphaColor == 0) { m_GameObject.SetActive(false); m_ShouldFade = false; m_ScheduledFade = null; m_ObjectPickup = null; return; } // Fade the text and icon. if (m_Text != null) { var color = m_Text.color; color.a = m_ObjectAlphaColor; m_Text.color = color; } if (m_Icon) { var color = m_Icon.color; color.a = m_ObjectAlphaColor; m_Icon.color = color; } // Keep fading until there is nothing left to fade. m_ScheduledFade = Scheduler.Schedule(0.01f, FadeMessage); }
void Start() { OP = player.GetComponent <ObjectPickup>(); days = 0; DaysText = GetComponent <Text>(); dayct = PlayerPrefs.GetInt("DAYS", 0); }
public void RemoveFromInventoryPanel(ObjectPickup inventoryItem, GameObject user) { RemoveFromInventoryPanel(inventoryItem); // DEBUG Debug.Log("--- RemoveFromInventoryPanel ---"); Inventory inventory = (Inventory)user.GetComponent <PlayerInventory>().playerInventory; inventory.LogInventory(); }
public void AddToInventoryPanel(ObjectPickup inventoryItem, GameObject user) { AddToInventoryPanel(inventoryItem); // DEBUG Debug.Log("--- AddToInventoryPanel (item, user) ---"); Inventory inventory = (Inventory)user.GetComponent <PlayerInventory>().playerInventory; inventory.LogInventory(); }
public bool Add(ObjectPickup itemToAdd) { if (itemToAdd == null) { return(false); } items.Add(itemToAdd.name, itemToAdd); return(true); }
public void RemoveFromInventoryPanel(ObjectPickup inventoryItem) { SpriteRenderer itemSpriteRenderer = inventoryItem.sprite.GetComponent <SpriteRenderer>(); Image[] imagesInInventory = activeInventoryPanel.GetComponentsInChildren <Image>(); foreach (var image in imagesInInventory) { if (itemSpriteRenderer.name == image.name) { Debug.Log("Match detected with " + itemSpriteRenderer); DestroyObject(image); } } if (imagesInInventory.Length == 0) { activeInventoryPanel.SetActive(false); } }
public void AddToInventoryPanel(ObjectPickup inventoryItem) { Debug.Log("--- AddToInventoryPanel (item) ---"); if (!activeInventoryPanel.activeInHierarchy) { activeInventoryPanel.SetActive(true); } SpriteRenderer itemSpriteRenderer = inventoryItem.sprite.GetComponent <SpriteRenderer>(); Image inventoryItemImage = Instantiate(imagePrefab); inventoryItemImage.sprite = itemSpriteRenderer.sprite; inventoryItemImage.material = itemSpriteRenderer.material; inventoryItemImage.color = itemSpriteRenderer.color; inventoryItemImage.name = itemSpriteRenderer.name; Debug.Log("AddToInventoryPanel : Added " + inventoryItemImage.name + " to UI inventory"); inventoryItemImage.transform.SetParent(activeInventoryPanel.transform, false); }
/// <summary> /// An object has been picked up by the character. /// </summary> /// <param name="objectPickup">The object that was picked up.</param> private void OnObjectPickedUp(ObjectPickup objectPickup) { if ((!string.IsNullOrEmpty(objectPickup.PickupMessageText) || objectPickup.PickupMessageIcon != null)) { m_ObjectPickup = objectPickup; m_ShouldFade = true; m_ObjectAlphaColor = 1; if (m_ShouldFade) { Scheduler.Cancel(m_ScheduledFade); } } else { // Keep showing the previous object message if the new message doesn't have text or icons. if (m_ObjectPickup != null && m_ObjectPickup != objectPickup) { return; } m_ObjectPickup = null; } UpdateMessage(); }
/// <summary> /// The inspector has been enabled. /// </summary> protected virtual void OnEnable() { m_ObjectPickup = target as ObjectPickup; }
private void Start() { hand = GetComponent <Hand>(); pickUp = GetComponent <ObjectPickup>(); }
void Awake() { OP = player.GetComponent <ObjectPickup>(); }
void Start() { OP = player.GetComponent <ObjectPickup>(); }
public Inventory(ObjectPickup inventoryItem) : this() { items.Add(inventoryItem.name, inventoryItem); }