// Initialize variables void Start() { UIMan = UIManager.Inst; GameMan = GameManager.Inst; hasHealed = false; posseDeltsLoaded = false; majorSelected = false; hasTriggered = false; HouseSwitchIn = null; HouseDeltIndex = -1; PosseDeltIndex = -1; houseMove = -1; posseMove = -1; majorQuery = new List <MajorClass>(); queryResults = new List <DeltemonData>(); itemQuery = false; levelQuery = 1; nameQuery = ""; pinQuery = 1; // Set door to go to back to last town DoorAction shopDoor = this.transform.GetChild(0).GetComponent <DoorAction>(); TownRecoveryLocation townRecov = GameMan.FindTownRecov(); shopDoor.xCoordinate = townRecov.RecovX; shopDoor.yCoordinate = townRecov.RecovY; shopDoor.sceneName = townRecov.townName; }
// Returns the Recov Location info for the last town visited public TownRecoveryLocation FindTownRecov() { TownRecoveryLocation townRecov = townRecovs.Find(trl => trl.townName == lastTownName); if (townRecov == null) { Debug.Log("FATAL ERROR; TOWN RECOV DATA DOES NOT EXIST!"); } return(townRecov); }
// Initialize values void Start() { startDialogues = new string[] { "Hey there... what can I get ya, good lookin'?", "Come here often?", "Guns, ammo, puns. You name it, I'll sell it.", "If you don't like my prices, check your privelege", "What's cookin', good lookin?", "I'm buyin' what you're sellin' if you're buyin' what I'm sellin'", "Give me your money, honey!", "I'm selling the goods, if you would sell me your heart.", "Look at this PYT... Price You Treasure", "I'll price you digits if you give me yours" }; UIMan = UIManager.Inst; GameMan = GameManager.Inst; allItemsLoaded = false; hasTriggered = false; hasBought = false; hasInteracted = false; allSellItemsLoaded = false; isAnimating = false; isBuying = true; hasSold = false; CurrentPlayerCoins.text = "" + GameMan.coins; // Set door to go to back to last town DoorAction shopDoor = this.transform.GetChild(0).GetComponent <DoorAction>(); TownRecoveryLocation townRecov = GameMan.FindTownRecov(); shopDoor.xCoordinate = townRecov.ShopX; shopDoor.yCoordinate = townRecov.ShopY; shopDoor.sceneName = townRecov.townName; SortItems(); }