public void restartBtn() { deathUI.SetActive(false); //#region reset sliders //fatigueSlider.maxValue = fatigueMax; //fatigueSlider.value = fatigueMax; //hpSlider.maxValue = hpMax; //hpSlider.value = hpMax; //thirstSlider.maxValue = thirstMax; //thirstSlider.value = thirstMax; //hungerSlider.maxValue = hungerMax; //hungerSlider.value = hungerMax; //staminaSlider.maxValue = stamMaxNorm; //staminaSlider.value = stamMaxNorm; //stamFallRate = 1; //stamRegainRate = 1; //#endregion disableManager.EnablePlayer(); }
public void SleepBtn(PlayerVitals playerVitals) { playerVitals.fatigueSlider.value = sleepSlider.value * hourlyRegen; playerVitals.fatMaxStamina = playerVitals.fatigueSlider.value; playerVitals.staminaSlider.value = playerVitals.normMaxStamina; sleepSlider.value = 1; disableManager.EnablePlayer(); sleepUI.SetActive(false); }
public void SleepBtn(PlayerVitals playerVitals) { playerVitals.fatigueSlider.value = sleepSlider.value * hourlyRegen; playerVitals.stamMaxFat = playerVitals.fatigueSlider.value; playerVitals.staminaSlider.value = playerVitals.stamMaxNorm; playerVitals.fatStage1 = true; playerVitals.fatStage2 = true; playerVitals.fatStage3 = true; sleepSlider.value = 1; disableManager.EnablePlayer(); sleepUI.SetActive(false); }
public void SleepBtn(SurvivorTraits survivorTraits) { // Sets the fatigue slider value equal to the sleep slider value * the hourly regen. survivorTraits.fatigueSlider.value = sleepSlider.value * hourlyRegen; // Sets the fatigue max stamina equal to the fatigue slider value survivorTraits.fatMaxStamina = survivorTraits.fatigueSlider.value; // Sets the stamina slider value equal to the normal max stamina value; survivorTraits.staminaSlider.value = survivorTraits.normMaxStamina; survivorTraits.fatStage1 = true; survivorTraits.fatStage2 = true; survivorTraits.fatStage3 = true; sleepSlider.value = 1; //Set The Time of Day dayNightManager.currentTimeOfDay = 0.23f; disableManager.EnablePlayer(); sleepUI.SetActive(false); }
public void HideInventoryUI() { inventoryCanvas.SetActive(false); dm.EnablePlayer(); }
void Awake() { dm = GameObject.FindGameObjectWithTag("DisableController").GetComponent <DisableManager> (); dm.EnablePlayer(); }
private void Update() { #region show inventory if (Input.GetKeyDown(KeyCode.I)) { inventoryEnabled = !inventoryEnabled; if (inventoryEnabled) { inventoryUI.SetActive(true); disableMan.DisablePlayer(); } else { inventoryUI.SetActive(false); disableMan.EnablePlayer(); } } #endregion if (inventoryEnabled) { #region drop item if (Input.GetKeyDown(KeyCode.Q)) { if (active != null && active.item != null) { if (active.item.equippable) { Unequip(eq[(int)active.item.eqPart]); ((GameObject)Instantiate(Resources.Load(active.item.name), spawnPoint.position, spawnPoint.rotation)).AddComponent <Rigidbody>(); } else { Instantiate(Resources.Load(active.item.name), spawnPoint.position, spawnPoint.rotation); } RemoveItem(active); } } if (Input.GetMouseButtonDown(0) && !hold) { if (active != null && active.item != null) { slotMove = active; hold = true; } } if (Input.GetMouseButtonUp(0) && hold) { if (active != null) { if (active.tag == "Equip") { EquipItem(slotMove); hold = false; } else { ChangeSlot(slotMove, active); hold = false; } } else { //if destination is not slot ChangeSlot(slotMove, active); hold = false; } slotMove = null; } #endregion if (Input.GetMouseButtonDown(1)) // Use item { if (active != null && active.item != null && !active.item.equippable) { UseItem(active); } else if (active != null && active.item != null && active.item.equippable) { EquipItem(active); } } } }