예제 #1
0
        //DONE

        //Delete/Cancel a booking (assign the slot booking field to null) for a specified slot
        private static void CancelBooking()
        {
            Slot newSlot;

            Console.WriteLine("---Cancel booking---");

            Console.Write("Enter room name: ");
            string inputRoom = Console.ReadLine().ToUpper();

            Console.Write("Enter date for slot(dd-MM-yyyy): ");
            string inputDate = Console.ReadLine();

            Console.Write("Enter time for slot (HH:mm): ");
            string inputTime = Console.ReadLine();

            newSlot = ValidateEngine.ValidateCancelBookSlot(inputRoom, inputDate, inputTime);

            if (newSlot == null)
            {
                return;
            }
            else
            {
                var SlotList = new SlotManager();
                SlotList.UpdateBooking(newSlot);
                Console.WriteLine("Slot cancelled successfully.");;
            }
        }
예제 #2
0
        //A student can only make 1 booking per day. - DONE
        //A slot can have a maximum of 1 student booked into it. - DONE

        //Create a booking (assign the studentID to a slots booking field) for a specified slot
        static void MakeBooking()
        {
            Slot newSlot;

            Console.WriteLine("---Make booking---");

            Console.Write("Enter room name: ");
            string inputRoom = Console.ReadLine().ToUpper();

            Console.Write("Enter date for slot(dd-MM-yyyy): ");
            string inputDate = Console.ReadLine();

            Console.Write("Enter time for slot (HH:mm): ");
            string inputTime = Console.ReadLine();

            Console.Write("Enter student ID: ");
            string inputStudentID = Console.ReadLine();

            newSlot = ValidateEngine.ValidateBookSlot(inputRoom, inputDate, inputTime, inputStudentID);

            if (newSlot == null)
            {
                return;
            }
            else
            {
                var SlotList = new SlotManager();
                SlotList.UpdateBooking(newSlot);
                Console.WriteLine("Booking created successfully.");;
            }
        }
예제 #3
0
 void Awake() {
     pcf = new PowerCommandFactory(this.gameObject);
     slotManager = slotManagerObject.GetComponent<SlotManager>();
     if (slotManager == null) {
         Debug.LogError("SlotManager component is required in given object.");
     }
 }
예제 #4
0
    public void SwapSelectedSlot()
    {
        // When both to and from are set to the selected slots
        if (_slotMoveTo != null && _slotMoveFrom != null)
        {
            // Store the items in the TO slot in a temporary stack first
            Stack <ItemDatabase> tempTo = new Stack <ItemDatabase>(_slotMoveTo.SlotItemStack);
            // Replace and swap the items in TO slot into the FROM slot
            _slotMoveTo.ReplaceAddItems(_slotMoveFrom.SlotItemStack);

            // If the second selected, TO slot was empty
            if (tempTo.Count == 0)
            {
                // Clear the FROM slot as nothing to put in the TO slot
                _slotMoveFrom.ClearSlot();
            }
            else // If the TO slot had items
            {
                // Add the items in TO slot to FROM slot
                _slotMoveFrom.ReplaceAddItems(tempTo);
            }

            // Then reset everything back to original
            _slotMoveFrom.GetComponent <Image>().color = Color.white;
            _slotMoveFrom.transform.Find("Icon").GetComponentInChildren <Image>().color = Color.white;
            _slotMoveTo   = null;
            _slotMoveFrom = null;
        }
    }
예제 #5
0
 public SaveSlot(SlotManager sm)
 {
     for (int i = 0; i < 16; i++)
     {
         name[i] = sm.ss[i];
     }
 }
예제 #6
0
    //when item selected
    void OnShowStats(SlotManager selectedSlot)
    {
        //if we have already item popup stop coroutine
        if (closePopupCoroutine != null)
        {
            StopCoroutine(closePopupCoroutine);
        }

        //set popup position
        itemPopup.transform.position = selectedSlot.transform.position + new Vector3(-25, 0, 0);
        itemPopup.SetActive(true);

        //get selected item stats , +2 dor type and rare inf
        Item        slotItem     = selectedSlot.slotItem;
        List <Stat> allStats     = new List <Stat>(selectedSlot.slotItem.itemStats);
        int         allStatCount = allStats.Count + 2;

        popupRect.sizeDelta = new Vector2(popupRect.sizeDelta.x, 360);//defult popup size
        //if need more space
        if (allStatCount > 4)
        {
            int extraStatCount = allStatCount - 4;
            popupRect.sizeDelta = new Vector2(popupRect.sizeDelta.x, 360 + (extraStatCount * 75));// +75 per extra stat
        }
        //show
        ShowItemStats(slotItem.itemName, slotItem.itemType, slotItem.itemRare, allStats, popupLayout);
        //close coroutine
        closePopupCoroutine = StartCoroutine(ClosePopup());
    }
예제 #7
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    //destoy item
    void DestroyItem(SlotManager draggedSlot)
    {
        //check item Disenchantable
        if (!draggedSlot.slotItem.isItemDisenchantable)
        {
            return;
        }

        //if item dragged from inventory,  destroy and create dust item
        if (draggedSlot.slotType == SlotManager.SlotType.inventory)
        {
            ItemdDisenchantedEvent(draggedSlot.slotItem);
            draggedSlot.CreateItemOnSlot(draggedSlot.slotItem.disenchantItem);
            return;
        }

        //if item dragged from character slots , check empty slot in inventory for dust item
        if (!IsThereEmptyPlace())
        {
            return;
        }

        //if we have , destroy and create dust item
        ItemdDisenchantedEvent(draggedSlot.slotItem);
        SlotManager dustSlot = inventorySlots.Find(s => s.isSlotEmpty);

        dustSlot.CreateItemOnSlot(draggedSlot.slotItem.disenchantItem);
        draggedSlot.CreateItemOnSlot(null);
        OnCharacterStatsUpdate();
    }
예제 #8
0
 // Use this for initialization
 void Start()
 {
     slotManager    = FindObjectOfType <SlotManager> ();
     player         = FindObjectOfType <Player> ();
     material       = GetComponent <Renderer> ().material;
     material.color = Color.white;
 }
예제 #9
0
    /// <summary>
    /// excited or freegame use
    /// </summary>
    public void StartComboSpin()
    {
        if (!JurassicUIManager.instance.Test)
        {
            //SlotManager.instance.SetItem();
            SlotManager.instance.SetMoney();
            UserMoney = RewardMoney;
            if (GameConnet.m_oGameClient != null)
            {
                GameConnet.m_oGameClient.Send(ENUM_GAME_FRAME.Jurassic, (uint)ENUM_JURASSIC_PACKID_GC.C2G_Bet_ReqBet,
                                              GameConnet.m_oGameClient.DoSerialize <byte> ((byte)BetAmount));
            }

            RewardMoney = UserMoney - (UInt64)(BetAmount * GameConnet.m_PMachineConfig.m_usBetMoney * GameConnet.m_PMachineConfig.m_byMaxLine);
        }
        if (JurassicUIManager.instance.Test)
        {
            List <int> aaa = new List <int> {
                1, 1, 1, 1, 9, 1, 1, 9, 1, 1, 1, 1, 1, 1, 9
            };
            List <int> bbb = new List <int> {
                0, 0, 3, 0, 0, 0, 0, 0, 0, 0
            };
            SlotManager.slotdata.SetData(bbb, aaa, SlotManager.instance.testcombo);
            SlotManager.slotdata.JackPot = SlotManager.instance.JP;
            SlotManager.slotdata.SetExcited(SlotManager.instance.testexcited, SlotManager.instance.textexcit);
        }
        SlotManager.StartButton();
    }
예제 #10
0
        public void should_return_inactive_for_all()
        {
            var slotManager = new SlotManager();

            // when no slots are set, all slots are marked with an X.
            Assert.AreEqual("XXXXXXXXXXX", slotManager.ToString());
        }
예제 #11
0
    //save current inventory
    public void SaveCurrentInventory()
    {
        //create slot array
        InventoryData.SlotData[] currentInventoryItems = new InventoryData.SlotData[UIManager.instance.inventorySlots.Count];

        //search all slots
        for (int i = 0; i < UIManager.instance.inventorySlots.Count; i++)
        {
            SlotManager slot = UIManager.instance.inventorySlots[i];

            if (slot.isSlotEmpty)//if slot empty create null item
            {
                currentInventoryItems[i] = new InventoryData.SlotData(null, true);
                continue;
            }
            //if not, copy item
            Item slotItem = new Item(slot.slotItem);
            currentInventoryItems[i] = new InventoryData.SlotData(slotItem, false);
        }

        //add to saved inventory lists
        InventoryData currentInventoryData = new InventoryData(inventoryName.text, currentInventoryItems);

        savedInventorys.Add(currentInventoryData);
        UpdateSavedList();
    }
예제 #12
0
    // When item looted by player, trigger this
    public bool AddItemToSlot(ItemDatabase item)
    {
        foreach (GameObject slot in AllInventorySlots)
        {
            // get all the slots
            SlotManager temp = slot.GetComponent <SlotManager>();

            // if the slot is occupied
            if (!temp.SlotStackIsEmpty)
            {
                // if the item in the slot is the same as looted
                if (temp.CurrentItemOnSlot.ItemName == item.ItemName)
                {
                    // and slot is not full yet
                    if (!temp.SlotNotStackable)
                    {
                        // add item into the slot
                        temp.AddItemToSlotStack(item);
                        return(true);
                    }
                }
            }
            else // slot is empty
            {
                // put item in new empty slot
                PlaceIntoEmptySlot(item);
                return(true);
            }
        }

        return(false);
    }
예제 #13
0
    // Swap items slot
    public void MoveItem(GameObject clicked)
    {
        if (_slotMoveFrom == null)
        {
            if (!clicked.GetComponent <SlotManager>().SlotStackIsEmpty)
            {
                _slotMoveFrom = clicked.GetComponent <SlotManager>();
                _slotMoveFrom.GetComponent <Image>().color = Color.gray;
            }
        }
        else if (_slotMoveTo == null)
        {
            _slotMoveTo = clicked.GetComponent <SlotManager>();
        }

        if (_slotMoveTo != null && _slotMoveFrom != null)
        {
            Stack <ItemDatabase> tempTo = new Stack <ItemDatabase>(_slotMoveTo.SlotItemStack);
            _slotMoveTo.ReplaceAddItems(_slotMoveFrom.SlotItemStack);

            if (tempTo.Count == 0)
            {
                _slotMoveFrom.ClearSlot();
            }
            else
            {
                _slotMoveFrom.ReplaceAddItems(tempTo);
            }

            _slotMoveFrom.GetComponent <Image>().color = Color.white;
            _slotMoveTo   = null;
            _slotMoveFrom = null;
        }
    }
예제 #14
0
        //COMPLETE
        //A staff member can book a maximum of 4 slots per day. - DONE
        //The slots must be booked between the school working hours of 9am to 2pm and will always be booked at the start of the hour. - DONE
        //Each room can be booked for a maximum of 2 slots per day. - DONE

        //Create a new slot
        private static void CreateSlot()
        {
            Slot newSlot;

            Console.WriteLine("---Create Slot---");

            Console.Write("Enter room name: ");
            string inputRoom = Console.ReadLine().ToUpper();

            Console.Write("Enter date for slot(dd-MM-yyyy): ");
            string inputDate = Console.ReadLine();

            Console.Write("Enter time for slot (HH:mm): ");
            string inputTime = Console.ReadLine();

            Console.Write("Enter staff ID: ");
            string inputStaffID = Console.ReadLine();

            newSlot = ValidateEngine.ValidateCreateSlot(inputRoom, inputDate, inputTime, inputStaffID);

            if (newSlot == null)
            {
                return;
            }
            else
            {
                var SlotList = new SlotManager();
                SlotList.CreateSlot(newSlot);
                Console.WriteLine("Slot created successfully.");;
            }
        }
예제 #15
0
    // Update is called once per frame
    void Update()
    {
        pathTime += Time.deltaTime;
        if (pathTime > 0.5f)
        {
            pathTime = 0f;

            /*
             * Vector3 targetPos = target.transform.position;  // 攻击目标的世界坐标
             * Vector3 offset = (this.transform.position - targetPos).normalized * keepGap;
             *
             * this.GetComponent<NavMeshAgent>().destination = targetPos + offset;
             */
            SlotManager slotManager = target.GetComponent <SlotManager>();
            if (slotManager != null)
            {
                if (slot == -1)
                {
                    slot = slotManager.Reserve(gameObject);
                }
                if (slot == -1)
                {
                    return;
                }

                NavMeshAgent agent = this.GetComponent <NavMeshAgent>();
                if (agent == null)
                {
                    return;
                }

                agent.destination = slotManager.GetSlotPosition(slot);
            }
        }
    }
예제 #16
0
    public void InitializeSlot()   //set the Frontier slot
    {
        SlotManager SM = GetComponentInParent <SlotManager>();

        SM.InitializeSlot(dir);
        SM.ChangeSlotImage(type);
    }
예제 #17
0
        public MappingProfile()
        {
            CreateMap <Set, TMogSet>()
            .ForMember(target => target.Id, opt => opt.MapFrom(source => source.SetId))
            .ForMember(target => target.Slots, opt => opt.Ignore())
            .ForMember(target => target.TotalSlots, opt => opt.ResolveUsing(source =>
            {
                var slots = new SlotManager(source.Slots);
                return(slots.ActiveSlotCount);
            }))
            .ForMember(target => target.CompletedSlots, opt => opt.ResolveUsing(source =>
            {
                var slots = new SlotManager(source.Slots);
                return(slots.CompletedSlotCount);
            }));

            CreateMap <Entities.Item, Models.Item>()
            .ForMember(target => target.Id, opt => opt.MapFrom(source => source.ItemId));

            CreateMap <Entities.Source, Models.Source>()
            .ForMember(target => target.Id, opt => opt.MapFrom(source => source.SourceId))
            .ForMember(target => target.SubType, opt => opt.ResolveUsing(source => source.SubType?.GetDisplayValue()));

            CreateMap <Entities.Zone, Models.Zone>()
            .ForMember(target => target.Id, opt => opt.MapFrom(source => source.ZoneId))
            .ForMember(target => target.LocationId, opt => opt.ResolveUsing(source => source.Location?.LocationId));
        }
예제 #18
0
    void Start()
    {
        //_inventoryPanel = GameObject.Find("Inv Panel");
        //_slotPanel = _inventoryPanel.transform.FindChild("Slot Panel").gameObject;
        database = this.GetComponent <InventoryDatabase>();

        for (int i = 0; i < _slotAmmount; i++)
        {
            InvItems.Add(new Item());
            GameObject tempItem = Instantiate(InventorySlot);
            tempItem.transform.SetParent(SlotPanel.transform, false);
            InvSlots.Add(tempItem);
            InvSlots[i].transform.SetParent(SlotPanel.transform);
            //sets up slot[i] slotmanager
            SlotManager tempSlot = InvSlots[i].GetComponent <SlotManager>();
            tempSlot.InventoryMgr = this;
            tempSlot.SlotID       = i;
        }

        //test to add items to inventory
        AddItem(0);
        AddItem(1);
        AddItem(1);
        AddItem(0, 3);
        AddItem(1, 48);
        AddItem(2);
    }
예제 #19
0
 private void GetSlotManager()
 {
     if (m_slotManager == null)
     {
         m_slotManager = SlotManager.Instance;
     }
 }
예제 #20
0
        public WowheadSetMapProfile()
        {
            CreateMap <IWowheadSet, Set>()
            .ForMember(dest => dest.SetId, opt => opt.MapFrom(source => source.WowheadSetId))
            .ForMember(dest => dest.Slots, opt => opt.ResolveUsing(source => SlotManager.FromRange(source.Items.Select(i => i.Slot).Distinct())))
            .ForMember(dest => dest.Items, opt => opt.Ignore());

            CreateMap <IWowheadItem, Item>()
            .ForMember(dest => dest.ItemId, opt => opt.MapFrom(source => source.Id))
            .ForMember(dest => dest.Source, opt => opt.Ignore())
            .ForMember(dest => dest.Sets, opt => opt.Ignore())
            .ForMember(dest => dest.Quality, opt => opt.ResolveUsing(source => {
                if (!source.Quality.HasValue)
                {
                    return(QualityType.Unknown);
                }

                return((QualityType)source.Quality.Value);
            }));

            CreateMap <IWowheadItemSource, Source>()
            .ForMember(dest => dest.SourceId, opt => opt.Ignore())
            .ForMember(dest => dest.Description, opt => opt.MapFrom(source => source.Name))
            .ForMember(dest => dest.Zone, opt => opt.Ignore())
            .ForMember(dest => dest.ZoneId, opt => opt.ResolveUsing(source => source.Zone));
        }
예제 #21
0
    private bool MergeItems(SlotManager from)
    {
        if (slot.IsEmpty)
        {
            return(false);
        }

        if (from.slot.MyItem.MyID == slot.MyItem.MyID && !slot.IsFull)
        {
            if (inventoryManager.DebugMode)
            {
                Debug.Log("Merge Items");
            }

            // How many free slots we have in the stack
            int free = slot.MyItem.MyStackSize - slot.MyStackCount;

            for (int i = 0; i < free; i++)
            {
                if (from.slot.MyStackCount > 0)
                {
                    int amount = 1;

                    AddItem(from.slot.MyItem, amount);
                    from.RemoveItem(amount);
                }
            }

            return(true);
        }

        return(false);
    }
예제 #22
0
    private bool SwapItems(SlotManager from)
    {
        if (slot.IsEmpty)
        {
            return(false);
        }

        if (from.slot.MyItem.MyID != slot.MyItem.MyID || from.slot.MyStackCount + slot.MyStackCount > slot.MyItem.MyStackSize)
        {
            if (inventoryManager.DebugMode)
            {
                Debug.Log("Swap Items");
            }

            // Copy all the items we need to swap from A
            Item tmpItem   = from.slot.MyItem;
            int  tmpAmount = from.slot.MyStackCount;

            from.slot.MyItem       = slot.MyItem;
            from.slot.MyStackCount = slot.MyStackCount;

            // All items from Slot B amnd copy them into Slot A
            slot.MyItem       = tmpItem;
            slot.MyStackCount = tmpAmount;

            from.UpdateSlot();
            UpdateSlot();

            return(true);
        }

        return(false);
    }
예제 #23
0
    private void Update()
    {
        if (inRange && Input.GetKeyDown(KeyCode.F))
        {
            SlotManager slotmanager = GameObject.FindGameObjectWithTag("UI").GetComponent <InventoryCaller>().GetInventoryPanel().GetComponentInChildren <SlotManager>();
            if (!slotmanager.IsFull())
            {
                Transform  firstavailableslot = slotmanager.FirstEmptySlot().transform;
                GameObject g = new GameObject();
                g.AddComponent <Image>();
                g.GetComponent <Image>().sprite = s;
                g.AddComponent <InventoryDragger>();
                g.AddComponent <CanvasGroup>();
                g.AddComponent <Droppable>();
                g.AddComponent <ItemReference>();

                g.transform.SetParent(firstavailableslot.transform);
                g.transform.position = firstavailableslot.position;

                string prefabname = s.name + "pickedup";
                Debug.Log(prefabname);
                GameObject obj = Instantiate((GameObject)Resources.Load("prefabs/" + prefabname, typeof(GameObject)), playerPos.position, Quaternion.identity);
                g.GetComponent <ItemReference>().itemRef = obj;
                Destroy(gameObject);
            }
        }
    }
예제 #24
0
    public bool AddItem(SlotManager from)
    {
        if (slot.IsEmpty || from.slot.MyItem.MyID == slot.MyItem.MyID)
        {
            if (inventoryManager.DebugMode)
            {
                Debug.Log("Add Items");
            }

            Item tmpItem = from.slot.MyItem;
            int  count   = from.slot.MyStackCount;

            for (int i = 0; i < count; i++)
            {
                if (slot.IsFull)
                {
                    return(false);
                }

                AddItem(tmpItem, 1);
                from.ClearAllItems();
            }

            return(true);
        }

        return(false);
    }
예제 #25
0
    // 무기 슬롯이 모두 장착된 상태에서 두손무기를 장착하려는 경우
    private void TwoHandWenpon_Swap2()
    {
        for (var i = 0; i < m_Wenpon.Length; i++)
        {
            if (m_Wenpon[i] != m_CurrnetSlot)
            {
                // 교체하려는 아이템 정보 임시 저장
                GameObject item = new GameObject();
                item = ItemInfo.m_SelectedItem;

                // 반대 슬롯에 있는 무기를 인벤토리 슬롯으로 보내주는 작업
                // 부모 오브젝트를 인벤토리 내에 아이템 오브젝트로 변경 후
                // 인벤토리 내에 정렬 함수를 통해 빈 자리를 찾고, 그 슬롯에 저장
                SlotManager sm = GameObject.Find("Inventory").GetComponent <SlotManager>();
                m_Wenpon[i].m_StoredItemObject.transform.SetParent(sm.transform.parent.GetChild(1));
                sm.SortItem(m_Wenpon[i].m_StoredItemObject);

                // 현재 슬롯에 장착된 아이템과 두손무기 교체
                ItemInfo.SetSelectedItem(SwapItem(item, m_CurrnetSlot));
                ColorChangeLoop2();
                RefreshColor(true);

                // 반대 슬롯 정보 초기화 후, 비활성화
                m_Wenpon[i].m_StoredItemObject = null;
                m_Wenpon[i].m_item             = null;
                m_Wenpon[i].m_IsOccupied       = false;

                m_Wenpon[i].m_Cheak.gameObject.SetActive(true);
                m_Wenpon[i].m_Cheak.color = SlotColorHighlights.Red;
                m_Wenpon[i].m_Look        = true;
                break;
            }
        }
    }
예제 #26
0
 void Start()
 {
     slotManager = FindObjectOfType <SlotManager> ();
     scrollbar   = FindObjectOfType <Scrollbar> ();
     player      = FindObjectOfType <Player> ();
     Playbutton  = GetComponent <Button> ();
 }
        public override void Process(ClientConnection conn, byte[] readBuffer, int length, int num)
        {
            if (conn.State == SlotState.ACCEPTED)
            {
                SlotManager.Schedule(conn, conn.DesiredQueue);
                return;
            }

            int whoAmI = conn.SlotIndex;

            if (Terraria.Netplay.Clients[whoAmI].State() == SlotState.ASSIGNING_SLOT)
            {
                Terraria.Netplay.Clients[whoAmI].SetState(SlotState.SENDING_WORLD);
            }

            var ctx = new HookContext()
            {
                Connection = conn, Player = conn.Player
            };
            var args = new HookArgs.WorldRequestMessage()
            {
                SpawnX = Main.spawnTileX,
                SpawnY = Main.spawnTileY
            };

            HookPoints.WorldRequestMessage.Invoke(ref ctx, ref args);

            //NewNetMessage.SendData(7, whoAmI);
            var msg = NewNetMessage.PrepareThreadInstance();

            msg.WorldData(args.SpawnX, args.SpawnY);
            msg.Send(whoAmI);
        }
예제 #28
0
    // Update is called once per frame
    void Update()
    {
        //每0.5秒刷新进入If分支
        pathTime += Time.deltaTime;
        if (pathTime > 0.5f)
        {
            pathTime = 0f;

            //获得 SlotManager 脚本,为空怎不进入下面If分支
            SlotManager slotManager = target.GetComponent <SlotManager>();
            if (slotManager != null)
            {
                //存储获取槽位数
                if (slot == -1)
                {
                    slot = slotManager.Reserve(gameObject);
                }

                //如果没有槽了即返回
                if (slot == -1)
                {
                    return;
                }

                //获取 NvaMeshAgent,没有则返回,否则设置目标位置移动
                var agent = GetComponent <NavMeshAgent>();
                if (agent == null)
                {
                    return;
                }
                agent.destination = slotManager.GetSlotPosition(slot);
            }
        }
    }
예제 #29
0
 void Awake()
 {
     slotManager = slotManagerObj.GetComponent <SlotManager>();
     if (slotManager == null)
     {
         Debug.LogError("SlotManager component is required for game to work properly.");
     }
 }
예제 #30
0
        public void should_convert_from_any_range()
        {
            var range = new int[] { 0, 1, 2, 3, 4 };

            var result = SlotManager.FromRange(range);

            Assert.AreEqual("00000XXXXXXX", result);
        }
예제 #31
0
        public void should_convert_from_range()
        {
            var range = Enum.GetValues(typeof(SlotType)).Cast <int>();

            var result = SlotManager.FromRange(range);

            Assert.AreEqual("000000000000", result);
        }
예제 #32
0
	void OnApplicationQuit() {
		s_Instance = null;
	}
예제 #33
0
파일: FoodEater.cs 프로젝트: Nitwoe/Nommy
 void Awake() {
     slotManager = slotManagerObj.GetComponent<SlotManager>();
     if (slotManager == null) {
         Debug.LogError("SlotManager component is required for game to work properly.");
     }
 }
예제 #34
0
파일: SlotAdder.cs 프로젝트: Nitwoe/Nommy
	void Awake() {
		sm = FindObjectOfType<SlotManager>();
	}