Exemplo n.º 1
0
 private void OnTriggerEnter2D(Collider2D collision)
 {
     /*If we collide with an item then we want to add it to the Inventory*/
     if (collision.gameObject.tag == "Item")
     {
         string   ItemName = collision.gameObject.name;
         ItemBase Item     = new ItemBase();
         ItemManager.items.TryGetValue(ItemName, out Item);
         Sprite ItemSprite = collision.GetComponent <SpriteRenderer>().sprite;
         if (cInventory.HasItem(Item.GetName()) && Item.GetStackable() == true)
         {
             Item.AddAmount(1);
             cInventory.UpdateUI();
         }
         else
         {
             //Item.SetAmount(1);
             //Item.SetSpriteImage(ItemSprite);
             cInventory.AddItem(Item);
             cInventory.UpdateUI();
         }
         Debug.Log("COLLISION!");
     }
     // if we collide with a bed then show the sleep menu and pause the game
     if (collision.gameObject.tag == "Bed")
     {
         SleepUI.SetActive(true);
         PauseMenuScript.GameIsPaused = true;
         //cClock.NightUpdate();
         //Debug.Log("COLLISION!");
     }
     // if we collide with the sell chest then enable it
     if (collision.gameObject.tag == "SellChest")
     {
         cChest.DisabledNEnable();
         if (!cInventory.ImageParent.gameObject.activeInHierarchy)
         {
             cInventory.DisabledNEnable();
         }
     }
     // if we collide with the shop then enable the shop
     if (collision.gameObject.tag == "SeedShop")
     {
         SeedShopUI.SetActive(true);
     }
     if (collision.gameObject.tag == "ToolShop")
     {
         ToolShopUI.SetActive(true);
     }
 }
Exemplo n.º 2
0
    // Update is called once per frame
    void Update()
    {
        // View hotbar for cooldown notes
        if (CoolDown > 0.0f)
        {
            CoolDown -= Time.deltaTime;
        }
        if (actionLocked)
        {
            actionLockedTimer -= Time.deltaTime;
            if (actionLockedTimer < 0)
            {
                actionLocked      = false;
                actionLockedTimer = actionLock;
            }
        }


        // if we aren't actionlocked or paused then we can move
        if (!actionLocked && !PauseMenuScript.GameIsPaused && !LoadManager.Loading)
        {
            /* Move either up, down, left or right, this allow set the bool in the animator */
            if (Input.GetKey(KeyCode.W))
            {
                PlayerAnim.SetBool("Up", true);
                thisObject.transform.position += new Vector3(0, moveSpeed * Time.deltaTime, 0);
            }
            else
            {
                PlayerAnim.SetBool("Up", false);
            }
            if (Input.GetKey(KeyCode.A))
            {
                PlayerAnim.SetBool("Left", true);
                thisObject.transform.position -= new Vector3(moveSpeed * Time.deltaTime, 0, 0);
            }
            else
            {
                PlayerAnim.SetBool("Left", false);
            }
            if (Input.GetKey(KeyCode.S))
            {
                PlayerAnim.SetBool("Forward", true);
                thisObject.transform.position -= new Vector3(0, moveSpeed * Time.deltaTime, 0);
            }
            else
            {
                PlayerAnim.SetBool("Forward", false);
            }
            if (Input.GetKey(KeyCode.D))
            {
                PlayerAnim.SetBool("Right", true);
                thisObject.transform.position += new Vector3(moveSpeed * Time.deltaTime, 0, 0);
            }
            else
            {
                PlayerAnim.SetBool("Right", false);
            }
            /*******************************************************/
            // Used to show the inventory to the player.
            if (Input.GetKey(KeyCode.I))
            {
                if (CoolDown <= 0.0f)
                {
                    cInventory = GameObject.FindGameObjectWithTag("InventoryManager").GetComponent <InventoryClass>();
                    cInventory.DisabledNEnable();
                    CoolDown = 0.2f;
                }
            }
        }
    }