예제 #1
0
 // Use this for initialization
 void Start()
 {
     SelectedItem = 0;
     items        = FindObjectOfType <simpleInventory>();
     inventory    = FindObjectOfType <simpleInventory>();
     player       = FindObjectOfType <simplePlayer>();
 }
예제 #2
0
    // Update is called once per frame
    void Update()
    {
        if (Input.GetKeyDown(KeyCode.Q) && CanvasOpen == false)
        {
            move = FindObjectOfType <SimpleMove>();
            // if player cannot move like if he is in event or battle stat
            // no movment should talk place
            if (move.canMove == true)
            {
                SelectedItem = 0;
                move.canMove = false;
                Debug.Log("Opend Stats");
                CanvasOpen = true;
                StatsCanvasPannel.gameObject.SetActive(true);
                player = FindObjectOfType <simplePlayer>();
                AddInventoryItemsToList();
            }
        }
        else if (Input.GetKeyDown(KeyCode.Q) && CanvasOpen == true && move.canMove == false)
        {
            move.canMove = true;
            CanvasOpen   = false;
            StatsCanvasPannel.gameObject.SetActive(false);
            //  AddInventoryItemsToList();
        }

        if (CanvasOpen == true)
        {
            SelectSlots();
        }
    }
예제 #3
0
 // Use this for initialization
 void Start()
 {
     player    = FindObjectOfType <simplePlayer>();
     movement  = FindObjectOfType <SimpleMove>();
     inventory = FindObjectOfType <simpleInventory>();
     attack    = FindObjectOfType <Attacks>();
     BattlePannel.gameObject.SetActive(false);
 }
예제 #4
0
 // Use this for initialization
 void Start()
 {
     player = FindObjectOfType <simplePlayer>();
     PopUpPannel.gameObject.SetActive(false);
     SaveDataPannel.gameObject.SetActive(false);
     insave      = false;
     JustStarted = true;
     Invoke("saveEnableCountDown", 2f);
 }
예제 #5
0
    // Use this for initialization
    void Start()
    {
        player       = FindObjectOfType <simplePlayer>();
        SelectedItem = 0;
        ConstructInventory();

        // test adding items you can remove when done
        addItem(1);
        addItem(5);

        addItem(3);

        addItem(6);
        addItem(7);
    }