Exemplo n.º 1
0
 public Toolbox(Sprite sprite, Vector2 position, InventoryHUD playerInventory, InventoryHUD toolboxInventory)
     : base(sprite, position)
 {
     _playerInventory  = playerInventory;
     _toolboxInventory = toolboxInventory;
     _playerInventory.ToggleButtons(false);
     _toolboxInventory.SetActive(false);
 }
Exemplo n.º 2
0
 public void InitInventoryHandler(GameObject HUD)
 {
     if (HUD.GetComponent <InventoryHUD>() != null)
     {
         InventoryHUD = HUD.GetComponent <InventoryHUD>();
         InventoryHUD.gameObject.SetActive(true);
     }
 }
 public InventoryHUD()
 {
     if (instance != null)
     {
         //Debug.LogWarning("More than one instance of class InventoryHUD in scene.");
         return;
     }
     instance = this;
 }
Exemplo n.º 4
0
    private void Awake()
    {
        inventoryHUD = InventoryHUD.instance;

        if (instance != null)
        {
            Debug.LogWarning("More than one instance of class inventory in scene.");
            return;
        }
        instance = this;
    }
Exemplo n.º 5
0
 private void Awake()
 {
     //Check if instance already exists
     if (instance == null)
     {
         //if not, set instance to this
         instance = this;
     }
     else if (instance != this)
     {
         // Then destroy this.This enforces our singleton pattern, meaning there can only ever be one instance of a GameManager.
         Destroy(gameObject);
     }
 }
Exemplo n.º 6
0
        /// <summary>
        /// Generates the player inventory and HUD logic
        /// </summary>
        private void GenerateHud()
        {
            // Player and Toolbox Inventories

            Vector2 guiScale  = new Vector2(_cameraScale, _cameraScale);
            Sprite  btnSprite = new Sprite(_game.Content.Load <Texture2D>("GUI/inventory_slot"));

            Vector2   inventoryPos = new Vector2(900f, 100f);
            Inventory pInventory   = new Inventory();

            Vector2   toolboxInventoryPos = new Vector2(400f, 400f);
            Inventory tInventory          = new Inventory
            {
                slots = 4
            };

            Sprite drillSprite = new Sprite(_game.Content.Load <Texture2D>("Items/drill"));
            Item   drill       = new Item(drillSprite, ItemType.Drill);

            tInventory.AddItem(drill);

            Sprite filterSprite = new Sprite(_game.Content.Load <Texture2D>("Items/O2Filter"));
            Item   filter       = new Item(filterSprite, ItemType.Filter);

            tInventory.AddItem(filter);

            Sprite swSprite = new Sprite(_game.Content.Load <Texture2D>("Items/screwdriver"));
            Item   sw       = new Item(swSprite, ItemType.Screwdriver);

            tInventory.AddItem(sw);

            Sprite wrenchSprite = new Sprite(_game.Content.Load <Texture2D>("Items/wrench"));
            Item   wrench       = new Item(wrenchSprite, ItemType.Wrench);

            tInventory.AddItem(wrench);
            tInventory.SetDepositInventory(pInventory);
            pInventory.SetDepositInventory(tInventory);

            _playerInventoryHud  = new InventoryHUD(inventoryPos, btnSprite, guiScale, pInventory);
            _toolboxInventoryHud = new InventoryHUD(toolboxInventoryPos, btnSprite, guiScale, tInventory);


            // Player health bar

            Sprite hpBorder = new Sprite(_game.Content.Load <Texture2D>("GUI/healthbar_border"));
            Sprite hpFill   = new Sprite(_game.Content.Load <Texture2D>("GUI/healthbar_fill"));

            _healthBar = new HealthBar(hpFill, hpBorder, new Vector2(180f, 50f), guiScale * 2);
        }
Exemplo n.º 7
0
 // Use this for initialization
 void Start()
 {
     inventoryInfo = GameObject.Find("ItemDatabase").GetComponent <InventoryHUD>();
 }
Exemplo n.º 8
0
 private void Awake()
 {
     instance = this;
 }
Exemplo n.º 9
0
	void Start()
	{
		mInventoryHUD = GameObject.Find("InventoryHUD").GetComponent<InventoryHUD>();
	}