private void Start() { defaultTabColor = playerTabs[0].color; equipmentHolder = EquipmentHolder.instance; playerTabs[playerIndex].color = selectedTabColor; }
public void Start() { totalItemsStored = 0; itemSlots = new List <ItemSlot>(); for (int i = 0; i < MaxItemSlots; i++) { itemSlots.Add(new ItemSlot(null, 0, false)); } itemImages = itemGrid.GetComponentsInChildren <Image>(); foreach (Image image in itemImages) { image.sprite = emptySprite; } itemText = itemGrid.GetComponentsInChildren <TextMeshProUGUI>(); foreach (TextMeshProUGUI text in itemText) { text.text = emptyString; } equipmentHolder = GetComponent <EquipmentHolder>(); stats = GetComponent <Stats>(); stamina = GetComponent <Stamina>(); interaction = GetComponent <Interaction>(); DisplayInventory(); inventoryUI.SetActive(false); }
private void Start() { inventory = GetComponent <Inventory>(); equipmentHolder = GetComponent <EquipmentHolder>(); dialogueDisplay = GetComponent <DialogueDisplayer>(); Cursor.visible = false; Cursor.lockState = CursorLockMode.Locked; }
private void Start() { turnBaseScript = TurnBaseScript.instance; inventory = Inventory.instance; dataRetainer = DataRetainer.instance; equipmentHolder = EquipmentHolder.instance; endBattleMenu.SetActive(false); playerLevelUpMenu.SetActive(false); }
private void Start() { sceneManager = GameObject.Find("SceneManager"); currentMovementSpeed = baseMovementSpeed; equipmentHolder = GetComponent <EquipmentHolder>(); rb = GetComponent <Rigidbody>(); animator = GetComponentInChildren <AnimationManager>(); weapon = GetComponentInChildren <WeaponHit>(); Health = MaxHealth; startPos = transform.position; }
private void Start() { healthBar.SetActive(true); //Initialize variables meshRender = GetComponent <MeshRenderer>(); combatStatistics = CombatStatistics.instance; equipmentHolder = EquipmentHolder.instance; dataRetainer = DataRetainer.instance; if (gameObject.tag == "Player") { playerLevel = dataRetainer.GetPlayerLevel(playerIndex); } maxHealth = baseStatus.health + (int)(((playerLevel / 10.0) + baseStatus.health / 8.0) * playerLevel); health = maxHealth; defense = baseStatus.defense + (int)((baseStatus.defense / 4.0) * playerLevel); speed = baseStatus.speed + (int)((baseStatus.speed / 4.0) * playerLevel); strength = baseStatus.strength + (int)((baseStatus.strength / 4.0) * playerLevel); dexterity = baseStatus.dexterity + (int)((baseStatus.dexterity / 4.0) * playerLevel); intelligence = baseStatus.intelligence + (int)((baseStatus.intelligence / 4.0) * playerLevel); maxMP = 2 * intelligence; currentMp = maxMP; //Calculate all status variables if (gameObject.tag == "Player") { //If it is a player we add the base status + the equipment status health = dataRetainer.GetPlayerHealth(playerIndex); currentMp = dataRetainer.GetPlayerMP(playerIndex); maxHealth += equipmentHolder.playersHealth[playerIndex]; speed += equipmentHolder.playersSpeed[playerIndex]; defense += equipmentHolder.playersDefense[playerIndex]; strength += equipmentHolder.playersStrength[playerIndex]; dexterity += equipmentHolder.playersDexterity[playerIndex]; intelligence += equipmentHolder.playersIntelligence[playerIndex]; xpNeeded = baseStatus.xp + (4 * (playerLevel ^ 3)) / 7; currentXP = dataRetainer.GetPlayerXP(playerIndex); } //Set the UI damageText.text = ""; healthBarFill.fillAmount = (float)health / maxHealth; healthText.text = "" + health + "/" + maxHealth; mpBar.fillAmount = (float)currentMp / maxMP; mpText.text = "" + currentMp + "/" + maxMP; enemyCombatAI = EnemyCombatAI.instance; }
//Called by equipment holder after it's awake because we need that to be done before the initialization of the variables of this script public void Init() { equipmentHolder = EquipmentHolder.instance; playersPosition = new Vector3[playersTransform.Length]; for (int index = 0; index < playersHealth.Length; index++) { playersLevel[index] = 1; playersHealth[index] = playerStatus[index].baseStatus.health + (int)(((playersLevel[index] / 10.0) + playerStatus[index].baseStatus.health / 8.0) * playersLevel[index]) + equipmentHolder.playersHealth[playerStatus[index].playerIndex]; playersMP[index] = 2 * (int)(playerStatus[index].baseStatus.intelligence + (playerStatus[index].baseStatus.intelligence / 4.0) * playersLevel[index]); playersPosition[index] = playersTransform[index].position; } }
private void Awake() { if (instance != null) { Destroy(this.gameObject); return; } else { instance = this; } CalculateEquipmentStatus(); DataRetainer.instance.Init(); }
public override void _Ready() { grid = GetTree().GetRoot().GetNode("Game/Grid") as Grid; turnManager = GetNode("/root/TurnManager") as TurnManager; movementCursor = GetNode("MovementCursor") as MovementCursor; playerInput = GetNode("PlayerInput") as PlayerInput; stats = GetNode("Stats") as Stats; inventory = GetNode("Inventory") as Inventory; equipment = GetNode("Equipment") as EquipmentHolder; turnManager.Turns.Add(this); SideMenu sideMenu = GetTree().GetRoot().GetNode("Game/CanvasLayer/GUI/SideMenu") as SideMenu; sideMenu.SetGUIOnGameStart(this); }
private float menuActivationCooldown = 0f; //When we open the meny it may use the input used to open the menu in code (dunno why it does that) so as a workaround I made the menu functionality have a delay after opening it private void Start() { eventSys = EventSystem.current; equipmentHolder = EquipmentHolder.instance; inventory = Inventory.instance; defaultSelectEquipColor = equipmentSelectValueText[0].color; playerTabDefaultColor = playerTabs[selectedPlayerIndex].color; playerTabs[selectedPlayerIndex].color = playerTabSelectedColor; //Deactivate the menu equipmentSelectMenu.SetActive(false); StartCoroutine(MyUpdate()); //Made my own update fct so that it goes only 10 times a second, should prove more efficient and can be used in other scripts //Update all the UI needed UpdateTotalStatusUI(); UpdateEquipmentButtonsText(); UpdateEquipmentSelectValueText(true); }
private void Start() { dataRetainer = DataRetainer.instance; equipmentHolder = EquipmentHolder.instance; //Set the UI currentHealth = dataRetainer.GetPlayerHealth(playerIndex); currentMP = dataRetainer.GetPlayerMP(playerIndex); playerLevel = dataRetainer.GetPlayerLevel(playerIndex); UpdatePlayerStatus(); healthBar.fillAmount = (float)currentHealth / maxHealth; healthText.text = "" + currentHealth + " / " + maxHealth; mpBar.fillAmount = (float)currentMP / maxMP; mpText.text = "" + currentMP + " / " + maxMP; xpNeeded = baseStatus.xp + (4 * (playerLevel ^ 3)) / 7; currentXP = dataRetainer.GetPlayerXP(playerIndex); }
/// <summary> /// 初始化工厂的属性 /// </summary> private void InitFactory() { EquipmentHolder ceh = AssetDatabase.LoadAssetAtPath <EquipmentHolder>("Assets/Resources/Equipment.asset"); if (ceh == null) { return; } _samllEquipmentList = ceh.equipmentLeaf; foreach (EquipmentComponent item in ceh.equipmentComponent) { if (item.equipmentType == EqunipmentType.BIG) { _bigEquipmentList.Add(item); } else { _middleEquipmentList.Add(item); } } }
public void Start() { equipmentHolder = GetComponent <EquipmentHolder>(); stamina = GetComponent <Stamina>(); interaction = GetComponent <PlayerInteraction>(); inventory = GetComponent <Inventory>(); CreateInventoryUI(); itemImages = itemGrid.GetComponentsInChildren <Image>(); foreach (Image image in itemImages) { image.sprite = emptySprite; } itemText = itemGrid.GetComponentsInChildren <TextMeshProUGUI>(); foreach (TextMeshProUGUI text in itemText) { text.text = emptyString; } DisplayInventory(); inventoryUI.SetActive(false); }