Exemplo n.º 1
0
 void OnAwake()
 {
     alchemyOrganizer = this;
     SetupPotionLoaders();
     SetupRecipes();
     CreateIngredientList();
 }
Exemplo n.º 2
0
    public bool Interact(Transform interactor)
    {
        if (_enabled && (isUnderwater == false || !FPSMovement.IsSwimming()))
        {
            if (FlowerLibrary.GetFlowerDiscoverAmount(_flowerData.itemName) == 0)
            {
                BookManager.SetPickedFlower(_flowerData);
                if (onPickUpEvent != null)
                {
                    onPickUpEvent.Invoke(" " + _flowerData.itemName, _flowerData.itemIcon);
                }
            }
            //Pickup save system
            PickUp();
            //NotificationObject.name = _flowerData.itemName; // For notification system(not needed anymore, but leave it?)
            //NotificationObject.sprite = _flowerData.itemIcon; // For notification system(not needed anymore, but leave it?)

            Play_PickupSound(_flowerData.itemName);
            FlowerLibrary.IncrementFlower(_flowerData.itemName, _flowersReturned);
            if (_gameobjectOverload.Length == 0)
            {
                if (_pickupAlpha != null)
                {
                    GetComponent <MeshRenderer>().material.SetTexture("_Alpha", _pickupAlpha);
                    GetComponent <Collider>().enabled = false; //This may not work since there are multiple colliders
                }
                else
                {
                    Destroy(this.gameObject);
                }
            }
            else
            {
                foreach (GameObject gObject in _gameobjectOverload)
                {
                    if (_pickupAlpha != null)
                    {
                        gObject.GetComponent <MeshRenderer>().material.SetTexture("_Alpha", _pickupAlpha);
                    }
                    else
                    {
                        Destroy(gObject);
                    }
                }
                GetComponent <Collider>().enabled = false;//This may not work since there are multiple colliders
            }
            StartCoroutine(ShakeFlower(interactor, _pickupAnimationTime, _pickupAnimationForce));
            _pickupAction.Invoke();
            AlchemyOrganizer_2.DiscoverRecipes(_flowerData);
            if (_dissableTriggerafterPickup)
            {
                GetComponent <Collider>().enabled = false;
            }
            return(true); //Doesn't really have a purpose for this
        }
        return(false);
    }
Exemplo n.º 3
0
    // Start is called before the first frame update
    void Start()
    {
        _mainCam = Camera.main; //slow
        rect     = GetComponent <RectTransform>();
        AlchemyOrganizer_2 alchOrger = _bookManager._book.GetComponentInChildren <AlchemyOrganizer_2>(true);

        alchOrger.SetupPotionLoaders();
        _allPotions = alchOrger.GetAllPotions();

        SetUpRegions();
    }
Exemplo n.º 4
0
    //Load in stuff from memory, called on startup
    private void Load()
    {
        if (_load)
        {
            ValidateSave();
            Noise.Load();
            Player.Load();
            PrefabSpawnerSaveData.Load();
            MapGenerator.Load();
            Menu.Load();
            FlowerLibrary.Load();
            AlchemyOrganizer_2.UpdateAfterLoad();
        }

        //Used to make clear circle around player on spawn
        PrefabSpawnerSaveData.ClearStartArea(_meshSettings.NumVertsPerLine / 2, _clearAreaSize);

        Ready = true;
    }