// Start is called before the first frame update void Start() { hp = startHp; enemySpawner = GameObject.FindGameObjectWithTag("enemySpawner").GetComponent <EnemySpawner>(); activePerks = GameObject.FindGameObjectWithTag("Crossbow").GetComponent <ActivePerks>(); }
// Start is called before the first frame update void Start() { forward = new Vector3(1 / Mathf.Sqrt(2), 0, 1 / Mathf.Sqrt(2)); heldRotation = 0f; forward = Vector3.Normalize(forward); side = Quaternion.Euler(new Vector3(0, 90, 0)) * forward; rb = GetComponent <Rigidbody>(); animationUpdater = GetComponentInChildren <PlayerAnimationUpdater>(); energy = GameObject.Find("Player").GetComponent <Energy>(); ap = GameObject.Find("Player").GetComponentInChildren <ActivePerks>(); cursorLogic = GameObject.Find("Master Object").GetComponent <CursorLogic>(); WC = GetComponentInChildren <WeaponController>(); }
public void Write(GamePacketWriter writer) { writer.Write(GuildId); writer.WriteStringWide(GuildName); writer.Write(Flags, 32u); writer.Write(Type, 4u); if (Ranks.Count < 10) { for (int i = Ranks.Count; i < 10; i++) { Ranks.Add(new GuildRank()); } } Ranks.ForEach(c => c.Write(writer)); GuildStandard.Write(writer); writer.Write(MemberCount); writer.Write(OnlineMemberCount); writer.Write(Influence); writer.Write(DailyInfluenceRemaining); writer.Write(Money); writer.Write(WarCoins); writer.Write(BankTabCount); foreach (string str in BankTabNames) { writer.WriteStringWide(str); } foreach (ulong perk in Perks) { writer.Write(perk); } writer.Write(ActivePerks.Count); ActivePerks.ForEach(c => c.Write(writer)); GuildInfo.Write(writer); }
private void Awake() { Assert.IsTrue(cooldown >= STARTUP_DECLARATIONS.AbilityAnimationCastTime[(int)abilityAnimation]); Player = GameObject.Find("Player").transform; eventQueue = GameObject.Find("EventDisplay").GetComponent <EventQueue>(); activePerks = Player.GetComponentInChildren <ActivePerks>(); cursorLogic = GameObject.Find("Master Object").GetComponent <CursorLogic>(); playerMovement = Player.GetComponent <PlayerMovement>(); energy = Player.GetComponent <Energy>(); animationUpdater = Player.GetComponentInChildren <PlayerAnimationUpdater>(); weaponController = Player.GetComponentInChildren <WeaponController>(); abilitiesController = Player.GetComponentInChildren <AbilitiesController>(); PlayerProjectiles = GameObject.Find("PlayerProjectiles").transform; playerStats = Player.GetComponent <PlayerStats>(); cooldown_remaining = 0f; // current_level = 1; current_xp = 0; // }
public void EquipItem(int slot, int weaponSlot) { Item ItemInSlot = (inventory.FetchItemInSlot(slot)); if (!weaponSlotsUnlocked[weaponSlot] && ItemInSlot.MyItemType == ItemType.WEAPON) { return; } if (ItemInSlot == null) { return; } print("Called equip: " + ItemInSlot.ItemName); if (ItemInSlot.MyItemType == ItemType.WEAPON) { Weapon wep = (inventory.PullItemFromInventory("", slot) as Weapon); if (wep.perks == null) { wep.perks = new List <LegendaryPerk>(); } for (int i = 0; i < wep.perks.Count; i++) { ActivePerks.Add(wep.perks[i]); } if (wep == null) { return; } wep.lib = aLib; wep.PopulateSkills(); if (EquippedWeapons[weaponSlot] != null) { for (int i = 0; i < EquippedWeapons[weaponSlot].perks.Count; i++) { ActivePerks.Remove(EquippedWeapons[weaponSlot].perks[i]); } for (int i = 0; i < 4; i++) { if (EquippedWeapons[weaponSlot].SkillSet[i] != null) { EquippedWeapons[weaponSlot].SkillSet[i].isSelected = false; EquippedWeapons[weaponSlot].SkillSet[i] = null; } } inventory.AddItemToInventory(EquippedWeapons[weaponSlot]); } EquippedWeapons[weaponSlot] = wep; switch (weaponSlot) { case (0): //firstSlot = obj as Weapon; firstSlot = wep; break; case (1): //secondSlot = obj as Weapon; secondSlot = wep; break; case (2): //thirdSlot = obj as Weapon; thirdSlot = wep; break; case (3): //fourthSlot = obj as Weapon; fourthSlot = wep; break; default: //firstSlot = obj as Weapon; firstSlot = wep; break; } if (EquippedWeapons[currentWeaponSlot] != null) { equippedWeapon = EquippedWeapons[currentWeaponSlot]; foreach (GameObject weapon in weaponLinkModel) { weapon.SetActive(false); if (weapon.name == equippedWeapon.Type.ToString()) { weapon.SetActive(true); } } } abilities_Interface.UpdateSkillCooldowns(); abilities_Interface.UpdateSkillIcons(); Ability_Select_Interface.instance.ResetRefIndex(); } else if (ArmorItemTypes.Contains(ItemInSlot.MyItemType)) { Armor armorRef; switch (ItemInSlot.MyItemType) { case (ItemType.HAT): case (ItemType.COIF): case (ItemType.HELMET): if (ItemInSlot.MyItemType == ItemType.HAT) { armorRef = inventory.PullItemFromInventory("", slot) as Hat; } else if (ItemInSlot.MyItemType == ItemType.COIF) { armorRef = inventory.PullItemFromInventory("", slot) as Coif; } else { armorRef = inventory.PullItemFromInventory("", slot) as Helmet; } if (Helmet != null) { inventory.AddItemToInventory(Helmet); } Helmet = armorRef; break; case (ItemType.ROBE): case (ItemType.CHESTGUARD): case (ItemType.CHESTPLATE): if (ItemInSlot.MyItemType == ItemType.ROBE) { armorRef = inventory.PullItemFromInventory("", slot) as Robe; } else if (ItemInSlot.MyItemType == ItemType.CHESTGUARD) { armorRef = inventory.PullItemFromInventory("", slot) as Chestguard; } else { armorRef = inventory.PullItemFromInventory("", slot) as Chestplate; } if (Chestplate != null) { inventory.AddItemToInventory(Chestplate); } Chestplate = armorRef; break; case (ItemType.PLATELEGS): case (ItemType.TROUSERS): case (ItemType.CHAPS): if (ItemInSlot.MyItemType == ItemType.PLATELEGS) { armorRef = inventory.PullItemFromInventory("", slot) as Platelegs; } else if (ItemInSlot.MyItemType == ItemType.TROUSERS) { armorRef = inventory.PullItemFromInventory("", slot) as Trousers; } else { armorRef = inventory.PullItemFromInventory("", slot) as Chaps; } if (LegArmor != null) { inventory.AddItemToInventory(LegArmor); } LegArmor = armorRef; break; } } else if (ItemInSlot.MyItemType == ItemType.TOOL) { Tool toolRef = (inventory.PullItemFromInventory("", slot) as Tool); if (EquippedTool != null) { inventory.AddItemToInventory(EquippedTool); } EquippedTool = toolRef; } SaveCharacterData(); inventory.SaveInventory(); GetComponent <Player_Details_Script>().MaxHealth = BonusHealth; }
public void EquipItem(int slot) { if (!weaponSlotsUnlocked[currentWeaponSlot]) { return; } Item itemRef = inventory.FetchItemInSlot(slot); if (itemRef == null) { return; } if (itemRef.MyItemType == ItemType.WEAPON) { Weapon wep = (inventory.PullItemFromInventory("Weapon", slot) as Weapon); if (wep == null) { return; } if (wep.perks == null) { wep.perks = new List <LegendaryPerk>(); } for (int i = 0; i < wep.perks.Count; i++) { ActivePerks.Add(wep.perks[i]); } if (wep == null) { return; } wep.lib = aLib; wep.PopulateSkills(); if (equippedWeapon != null) { for (int i = 0; i < equippedWeapon.perks.Count; i++) { ActivePerks.Remove(equippedWeapon.perks[i]); } for (int i = 0; i < 4; i++) { if (equippedWeapon.SkillSet[i] != null) { equippedWeapon.SkillSet[i].isSelected = false; equippedWeapon.SkillSet[i] = null; } } inventory.AddItemToInventory(equippedWeapon); } equippedWeapon = wep; foreach (GameObject weapon in weaponLinkModel) { weapon.SetActive(false); if (weapon.name == wep.Type.ToString()) { weapon.SetActive(true); } } switch (currentWeaponSlot) { case (0): firstSlot = wep; break; case (1): secondSlot = wep; break; case (2): thirdSlot = wep; break; case (3): fourthSlot = wep; break; default: firstSlot = wep; break; } } else if (itemRef.MyItemType == ItemType.HELMET || itemRef.MyItemType == ItemType.PLATELEGS || itemRef.MyItemType == ItemType.CHESTPLATE) { Armor armorRef; if (itemRef.MyItemType == ItemType.HELMET) { armorRef = inventory.PullItemFromInventory("", slot) as Helmet; if (Helmet != null) { inventory.AddItemToInventory(Helmet); } Helmet = armorRef; } else if (itemRef.MyItemType == ItemType.CHESTPLATE) { armorRef = inventory.PullItemFromInventory("", slot) as Chestplate; if (Chestplate != null) { inventory.AddItemToInventory(Chestplate); } Chestplate = armorRef; } else if (itemRef.MyItemType == ItemType.PLATELEGS) { armorRef = inventory.PullItemFromInventory("", slot) as Platelegs; if (LegArmor != null) { inventory.AddItemToInventory(LegArmor); } LegArmor = armorRef; } } else if (itemRef.MyItemType == ItemType.TOOL) { //UnequipTool(); //EquipTool(); } abilities_Interface.UpdateSkillCooldowns(); abilities_Interface.UpdateSkillIcons(); Ability_Select_Interface.instance.ResetRefIndex(); SaveCharacterData(); inventory.SaveInventory(); GetComponent <Player_Details_Script>().MaxHealth = BonusHealth; }
void Start() { crossbow = GameObject.FindGameObjectWithTag("Crossbow"); firePoint = GameObject.FindGameObjectWithTag("FirePoint"); activePerks = crossbow.GetComponent <ActivePerks>(); }