예제 #1
0
    void Start()
    {
        // Need to clear the data inside inventory!
        itemName_Count_Map.Clear();
        //switch (HeroDataScript.m_playerID)
        //{
        //    case 0:
        //        // Since it is a new game, don't load anything!
        //        break;
        //    default:
        // We shall load it from the SQLite since it is from the load save!
        //Text zeDebugginText = GameObject.Find("DEBUGGINGTEXTUI").GetComponent<Text>();
        checkForRelics = GetComponent <QuestItemScrpt>();
        checkForRelics.resetQuestItemList();
        List <string> myConditions = new List <string>();

        myConditions.Add("PlayerID = " + HeroDataScript.m_playerID);
        List <object> theFieldToTake = new List <object>();

        theFieldToTake.Add((int)1);
        theFieldToTake.Add("LOL");
        theFieldToTake.Add((int)1);
        //Debug.Log("Reading from Table: " + PlayerInventoryTable);
        //zeDebugginText.text = "Reading from Table: " + PlayerInventoryTable;
        string[] allZeStuff = MySQLiteHandler.instance.getAllStringFromTable(PlayerInventoryTable, 3, theFieldToTake, myConditions);
        //zeDebugginText.text = "Successful reading from: " + PlayerInventoryTable;
        //Debug.Log("Successful reading from: " + PlayerInventoryTable);
        foreach (string zeStr in allZeStuff)
        {
            //Debug.Log(PlayerInventoryTable + ": " + zeStr);
            string[] allZeItemStr = zeStr.Split(',');
            // Item Count is int 3rd row, we shall check if that is more than 0. If so, add it to the inventory!
            int zeItemCount;
            int.TryParse(allZeItemStr[2], out zeItemCount);
            if (zeItemCount >= 0)
            {
                // Since the string will be in the 2nd row, we will take that!
                itemInformation zeNewItem = new itemInformation(ItemGeneratorScript.instance.getItemInform(allZeItemStr[1]));

                zeNewItem.item_count = zeItemCount;
                //Debug.Log("Item Count: " + zeNewItem.item_count);
                //Debug.Log("Item Name: " + zeNewItem.item_name);
                //Debug.Log(zeNewItem.item_effect);
                passInInventory(zeNewItem);
            }
        }
        //        break;
        //}
        //Debug.Log("Total Inventory space: " + itemName_Count_Map.Count);
    }
예제 #2
0
    void RelicLookUp(VIDE_Data.NodeData data)
    {
        QuestItemScrpt test = FindObjectOfType <QuestItemScrpt>();

        data.npcComment[data.npcCommentIndex] = data.npcComment[data.npcCommentIndex].Replace("[RELIC]", (test.m_numberOfRelics - test.getCurrenNumOfQuestItems()).ToString());
    }
예제 #3
0
    void Update()
    {
        if (soundEffects == null)
        {
            soundEffects = GameObject.FindGameObjectWithTag("AudioManager").GetComponent <SoundEffectsManager>();
        }
        AudioListener.volume = Volume;

        if (MainMenuCanvas == null && SceneManager.GetActiveScene().buildIndex == 1)
        {
            MainMenuCanvas = GameObject.Find("MainMenucanvas");
        }
        else if (SceneManager.GetActiveScene().buildIndex == 1)
        {
            // for the exit button
#if UNITY_STANDALONE
            MainMenuCanvas.transform.GetChild(2).gameObject.SetActive(true);
#else
            MainMenuCanvas.transform.GetChild(3).gameObject.SetActive(false);
#endif
        }
#if UNITY_STANDALONE
        MainCanvas.transform.GetChild(0).gameObject.SetActive(false);
        if (Input.GetKeyDown(KeyCode.Escape) &&
            SceneManager.GetActiveScene().buildIndex != 0 && //splashpage
            SceneManager.GetActiveScene().buildIndex != 1 && //mainmenu
            SceneManager.GetActiveScene().buildIndex != 2 && //CUTSCENE_1
            SceneManager.GetActiveScene().buildIndex != 4 && //CUTSCENE_2
            SceneManager.GetActiveScene().buildIndex != 10   //CUTSCENE_3
            )
        {
            turnOnInGamePauseMenu();
        }
        // Helps to prevent when player died when In-Game Pause menu is open whil transiting to win screen or lose screen
        else if (SceneManager.GetActiveScene().buildIndex == 12 || SceneManager.GetActiveScene().buildIndex == 11)
        {
            InGamePauseCanvas.SetActive(false);
            talking          = false;
            isOpeningInPause = false;
        }
#else
        if (SceneManager.GetActiveScene().buildIndex != 0 &&  //splashpage
            SceneManager.GetActiveScene().buildIndex != 1 &&  //mainmenu
            SceneManager.GetActiveScene().buildIndex != 2 &&  //CUTSCENE_1
            SceneManager.GetActiveScene().buildIndex != 4 &&  //CUTSCENE_2
            SceneManager.GetActiveScene().buildIndex != 10 && //CUTSCENE_3
            SceneManager.GetActiveScene().buildIndex != 11 && //winscreen
            SceneManager.GetActiveScene().buildIndex != 12)   //losescreen
        {
            MainCanvas.transform.GetChild(0).gameObject.SetActive(true);
            MainCanvas.transform.GetChild(3).gameObject.SetActive(true);
            MainCanvas.transform.GetChild(4).gameObject.SetActive(true);
            MainCanvas.transform.GetChild(5).gameObject.SetActive(true);
            MainCanvas.transform.GetChild(6).gameObject.SetActive(true);
            MainCanvas.GetComponent <AndroidLoadDataScript>().enabled = true;
        }
        else
        {
            MainCanvas.transform.GetChild(0).gameObject.SetActive(false);
            MainCanvas.transform.GetChild(3).gameObject.SetActive(false);
            MainCanvas.transform.GetChild(4).gameObject.SetActive(false);
            MainCanvas.transform.GetChild(5).gameObject.SetActive(false);
            MainCanvas.transform.GetChild(6).gameObject.SetActive(false);
            MainCanvas.GetComponent <AndroidLoadDataScript>().enabled = false;
        }
#endif

        //if you reach the required number of questitems
        QuestItemScrpt test = FindObjectOfType <QuestItemScrpt>();
        if (test.getCurrenNumOfQuestItems() == test.m_numberOfRelics)
        {
            test.resetQuestItemList();
            if (talkedToDragon)
            {
                talkedToDragon = false;
            }
            onWin();
        }
    }