Exemplo n.º 1
0
    public void Initialize(StatUI s)
    {
        m_ui              = s;
        s.m_stat          = this;
        s.m_statname.text = m_name.ToUpper();
//		UpdateValue (m_maxScore / 2);
        s.m_icon.texture = m_icon;
    }
Exemplo n.º 2
0
 protected override void Start()
 {
     base.Start();
     statUI = GetComponentInChildren <StatUI>();
     // StartTurnEvent += EvaluateAI;
     DamageEvent += statUI.UpdateDisplay;
     PlayerAttackEvent.RegisterListener(PlayerWeaponDisplay);
 }
Exemplo n.º 3
0
    // Start is called before the first frame update
    void Start()
    {
        isDataChanged = true;

        instance = this;

        if (statSet.activeSelf)
        {
            statSet.SetActive(false);
        }
    }
Exemplo n.º 4
0
    // Start is called before the first frame update
    void Start()
    {
        healthStatUI     = GameObject.Find("PlayerHealthBar").GetComponent <StatUI>();
        strengthStatUI   = GameObject.Find("PlayerStrengthBar").GetComponent <StatUI>();
        protectionStatUI = GameObject.Find("PlayerProtectionBar").GetComponent <StatUI>();

        EquipmentManager.instance.onEquipmentChanged += OnEquipmentChanged;

        InitializeSliders();

        //Set player health to be max on awake.
        this.IncreaseHealth(maxHealth);
    }
Exemplo n.º 5
0
    // Use this for initialization
    void Start() {
        ui = GameObject.Find("StatUI").GetComponent<StatUI>();
        spawner = GameObject.Find("SpawnManager").GetComponent<SpawnManager>();
        shooter = GameObject.Find("ProjectileManager").GetComponent<ProjectileManager>();
        player = GameObject.Find("Player").GetComponent<Player>();
        frontInd = transform.Find("LevelIndicator").GetComponent<Text>();
        backInd = transform.Find("LevelIndicatorBack").GetComponent<Text>();
        overlay = transform.Find("Overlay").gameObject;
        fadeImage = overlay.GetComponent<RawImage>();

        player.reset();

        StartCoroutine(startSequence());
    }
Exemplo n.º 6
0
    // Use this for initialization
    void Start()
    {
        ui        = GameObject.Find("StatUI").GetComponent <StatUI>();
        spawner   = GameObject.Find("SpawnManager").GetComponent <SpawnManager>();
        shooter   = GameObject.Find("ProjectileManager").GetComponent <ProjectileManager>();
        player    = GameObject.Find("Player").GetComponent <Player>();
        frontInd  = transform.Find("LevelIndicator").GetComponent <Text>();
        backInd   = transform.Find("LevelIndicatorBack").GetComponent <Text>();
        overlay   = transform.Find("Overlay").gameObject;
        fadeImage = overlay.GetComponent <RawImage>();

        player.reset();

        StartCoroutine(startSequence());
    }
Exemplo n.º 7
0
    public void Start()
    {
        if (!DEBUG)
        {
            SaveLoadData.LoadGameData();

            //give money for amount of time passed
            TimeSpan timePassed = DateTime.UtcNow - time.date_Last_Opened;
            money.current_Money += money.total_Value * timePassed.Minutes;
        }
        statUI = FindObjectOfType <StatUI>();

        //start the passing of time
        time.StartCoroutine(time.PassYearsRealtime());
        //start gaining money
        money.StartCoroutine(money.GainMoney());
    }
Exemplo n.º 8
0
 void Awake()
 {
     spellBookButton = GetComponent <Button> ();
     spellBookButton.onClick.AddListener(delegate {
         GuiManager.instance.SpellBookObject.SetActive(true);
         RefreshSpellBookSpells();
         if (CombatManager.instance != null && GameManager.instance.state == GameStatus.BATTLE)
         {
             CombatManager.instance.SelectedSpell = null;
         }
     });
     GuiManager.instance.SpellBookObject.SetActive(true);
     abilityPanelUI = GuiManager.instance.SpellBookObject.GetComponentInChildren <AbilityPanelUI> ();
     statUI         = GuiManager.instance.SpellBookObject.GetComponentInChildren <StatUI> ();
     statUI.Refresh(GameManager.instance.CurrentGame.playerTroop.hero.stats.GetStat(StatType.MANA));
     GuiManager.instance.SpellBookObject.SetActive(false);
 }
 public void SpawnStats()
 {
     foreach (var stat in stats)
     {
         // Spawn a UI element
         GameObject clone = Instantiate(statPrefab, statParent);
         clone.name = stat.name; // Update name of GameObject (for Hierarchy)
         // Set the text
         StatUI ui = clone.GetComponent <StatUI>();
         stat.ui = ui;
         // Call minus in stat when button is pressed
         ui.minusButton.onClick.AddListener(stat.Minus);
         // Call plus in stat when button is pressed
         ui.plusButton.onClick.AddListener(stat.Plus);
         // Update the UI at start
         stat.UpdateUI();
     }
 }
Exemplo n.º 10
0
    public override void OnActivate()
    {
        GameManager.instance.UpdatedPositionByResolution();

        if (!GameManager.instance.m_demoMode)
        {
            // initialize player prefs related variables

            int help_Gameplay = PlayerPrefs.GetInt("Help_Gameplay");
            int help_Phone    = PlayerPrefs.GetInt("Help_Phone");

            if (help_Gameplay == 1)
            {
                m_helpTapIconGameplayShown = true;
            }

            if (help_Phone == 1)
            {
                m_helpTapIconPhoneShown = true;
            }
        }


        // initialize stats

        foreach (Stat thisStat in m_statBank)
        {
            Stat s = (Stat)ScriptableObject.CreateInstance("Stat");
            s.m_icon           = thisStat.m_icon;
            s.m_losingStrings  = thisStat.m_losingStrings;
            s.m_winningStrings = thisStat.m_winningStrings;
            s.m_name           = thisStat.m_name;
            s.m_category       = thisStat.m_category;

            // create stat UI objects, size based on current platform and screen size

            bool largeScreenFormat = false;

                        #if UNITY_IOS
            float w = Screen.width;
            float h = Screen.height;

            if (w / h < 1.5f)
            {
                largeScreenFormat = true;
            }
//			if(UnityEngine.iOS.Device.generation == UnityEngine.iOS.DeviceGeneration.iPad1Gen ||
//				UnityEngine.iOS.Device.generation == UnityEngine.iOS.DeviceGeneration.iPad2Gen ||
//				UnityEngine.iOS.Device.generation == UnityEngine.iOS.DeviceGeneration.iPadMini3Gen ||
//				UnityEngine.iOS.Device.generation == UnityEngine.iOS.DeviceGeneration.iPad4Gen ||
//				UnityEngine.iOS.Device.generation == UnityEngine.iOS.DeviceGeneration.iPadAir1 ||
//				UnityEngine.iOS.Device.generation == UnityEngine.iOS.DeviceGeneration.iPadAir2 ||
//				UnityEngine.iOS.Device.generation == UnityEngine.iOS.DeviceGeneration.iPadMini1Gen ||
//				UnityEngine.iOS.Device.generation == UnityEngine.iOS.DeviceGeneration.iPadMini2Gen ||
//				UnityEngine.iOS.Device.generation == UnityEngine.iOS.DeviceGeneration.iPadMini3Gen ||
//				UnityEngine.iOS.Device.generation == UnityEngine.iOS.DeviceGeneration.iPadMini4Gen ||
//				UnityEngine.iOS.Device.generation == UnityEngine.iOS.DeviceGeneration.iPadPro10Inch1Gen ||
//				UnityEngine.iOS.Device.generation == UnityEngine.iOS.DeviceGeneration.iPadPro1Gen ||
//				UnityEngine.iOS.Device.generation == UnityEngine.iOS.DeviceGeneration.iPadUnknown)
//			{
//				largeScreenFormat = true;
//			}
                        #else
            largeScreenFormat = true;
                        #endif

            if (largeScreenFormat)
            {
                GameObject uiOBJ = (GameObject)Instantiate(m_statOBJ_LargeScreen, m_statPanel_LargeScreen);
                uiOBJ.transform.localScale = Vector3.one;
                StatUI st = (StatUI)uiOBJ.GetComponent <StatUI> ();
                s.Initialize(st);
                m_stats.Add(s);
            }
            else
            {
                GameObject uiOBJ = (GameObject)Instantiate(m_statOBJ, m_statPanel);
                uiOBJ.transform.localScale = Vector3.one;
                StatUI st = (StatUI)uiOBJ.GetComponent <StatUI> ();
                s.Initialize(st);
                m_stats.Add(s);
            }
        }

        // play curtain raise animation or skip if needed

        if (!GameManager.instance.m_skipIntro)
        {
            StartCoroutine(Intro());
        }
        else
        {
            foreach (Stat s in m_stats)
            {
                s.UpdateValue(s.maxScore / 2);
            }

            m_introPanel.gameObject.SetActive(false);
//			m_titleText.gameObject.SetActive (true);

            UpdateTimeLine();

            StartRound();

            m_playerInputAllowed = true;
        }
    }
Exemplo n.º 11
0
 void Awake()
 {
     button    = GetComponent <Button> ();
     available = false;
     manaUI    = GetComponentInChildren <StatUI> ();
 }