// Use this for initialization void Start() { npcScript = GameObject.Find("Down_3").GetComponent <WorldButtonInteraction>(); stage = 0; messageLength *= (Screen.width / 100f); messageHeight *= (Screen.height / 100f); }
// Use this for initialization void Start() { npcScript = GameObject.Find("StoreKeeper").GetComponent <WorldButtonInteraction>(); inven = GameObject.FindGameObjectWithTag("PlayerInventory").GetComponent <PlayerInventory>(); stage = 0; messageLength *= (Screen.width / 100f); messageHeight *= (Screen.height / 100f); }
// Use this for initialization void Start() { player = GameObject.Find("Player").GetComponent <playerController>(); fadeScript = GameObject.Find("Colorable").GetComponent <FadeInAndOut>(); prisonWallScript = GameObject.Find("towerExplode").GetComponent <WorldButtonInteraction>(); if (Progression.previousScene == "Outsidehome3") { player.cc.transform.position = new Vector3(-51.5f, -81f, -1f); if (Progression.progress == 12) { QuestBar.task = "Look for answers around town."; } } else if (Progression.previousScene == "Town") { if (player.transform.position.y > 120) { player.cc.transform.position = new Vector3(1, -3.3f, -1f); } else { player.cc.transform.position = new Vector3(-78.67f, 144.58f, -1f); } } else if (Progression.previousScene == "CavePuzzle") { player.cc.transform.position = new Vector3(-58.34f, 182.62f, -1f); } else if (Progression.previousScene == "Prison") { player.cc.transform.position = new Vector3(-74f, 163f, -1f); } else if (Progression.previousScene == "Tavern") { player.cc.transform.position = new Vector3(-3f, 4.5f, -1f); } else if (Progression.previousScene == "Desert") { player.cc.transform.position = new Vector3(-157f, -20f, -1f); } else if (Progression.previousScene == "makePlayer") { player.GetComponent <CharacterController>().transform.position = Progression.charPos; } fadeScript.fade = true; fadeScript.fadingOut = true; fadeScript.bothFades = false; if (Progression.progress == 18) { Progression.reHerb = true; } }
void Start() { player = GameObject.Find("Player").GetComponent <playerController>(); fadeScript = GameObject.Find("Colorable").GetComponent <FadeInAndOut>(); WBI = GameObject.Find("hourglasssandP").GetComponent <WorldButtonInteraction>(); if (Progression.previousScene == "Desert") { player.cc.transform.position = new Vector3(0f, 0f, -1f); } fadeScript.fade = true; fadeScript.fadingOut = true; fadeScript.bothFades = false; }
void Start() { chestScript = GameObject.Find("Chest").GetComponent <WorldButtonInteraction>(); fadeScript = GameObject.Find("Colorable").GetComponent <FadeInAndOut>(); inven = GameObject.Find("Inventory").GetComponent <PlayerInventory>(); player = GameObject.Find("Player").GetComponent <playerController>(); if (Progression.previousScene == "Home2") { player.cc.transform.position = new Vector3(-5.3f, 2f, -1f); } if (Progression.previousScene == "makePlayer") { player.cc.transform.position = new Vector3(1.744855f, 30f, -1f); } fadeScript.fade = true; fadeScript.fadingOut = true; fadeScript.bothFades = false; }
// Use this for initialization void Start() { player = GameObject.Find("Player").GetComponent <playerController>(); fadeScript = GameObject.Find("Colorable").GetComponent <FadeInAndOut>(); transfusion = GameObject.Find("OrbTransfusion").GetComponent <WorldButtonInteraction>(); player.cc.transform.position = new Vector3(0f, 0f, -1f); if (Progression.previousScene == "makePlayer") { player.GetComponent <CharacterController>().transform.position = Progression.charPos; } Progression.killCount = 0; fadeScript.fade = true; fadeScript.fadingOut = true; fadeScript.bothFades = false; }
// Use this for initialization void Start() { player = GameObject.Find("Player").GetComponent <playerController>(); fadeScript = GameObject.Find("Colorable").GetComponent <FadeInAndOut>(); if (Progression.previousScene == "Outsidehome3") { player.GetComponent <CharacterController>().transform.position = new Vector3(1f, 1f, -1f); } else if (Progression.previousScene == "makePlayer") { player.GetComponent <CharacterController>().transform.position = Progression.charPos; } fadeScript.fade = true; fadeScript.fadingOut = true; fadeScript.bothFades = false; chestScript = GameObject.Find("Chest").GetComponent <WorldButtonInteraction>(); }
// Use this for initialization void Start() { player = GameObject.Find("Player").GetComponent <playerController>(); fadeScript = GameObject.Find("Colorable").GetComponent <FadeInAndOut>(); treeCut = GameObject.Find("Treechete").GetComponent <WorldButtonInteraction>(); messageHeight = 68; messageLength = 68; fontSize = 30; if (Progression.previousScene == "makePlayer") { player.GetComponent <CharacterController>().transform.position = Progression.charPos; } if (Progression.previousScene == "Home2") { player.cc.transform.position = new Vector3(-3f, -8.5f, -1f); } if (Progression.previousScene == "Cave4") { player.cc.transform.position = new Vector3(42f, -77f, -1f); } if (Progression.previousScene == "House5") { player.cc.transform.position = new Vector3(33.7f, -4f, -1f); } if (Progression.previousScene == "Town") { player.cc.transform.position = new Vector3(56f, 6f, -1f); } if (Progression.previousScene == "BunnyIsle") { player.cc.transform.position = new Vector3(-38f, 44f, -1f); } fadeScript.fade = true; fadeScript.fadingOut = true; fadeScript.bothFades = false; if (Progression.treesCut) { Destroy(GameObject.Find("Treechete")); } Progression.reKey = true; }
void Start() { player = GameObject.Find("Player").GetComponent <playerController>(); fadeScript = GameObject.Find("Colorable").GetComponent <FadeInAndOut>(); chestScriptL = GameObject.Find("ChestLocked").GetComponent <WorldButtonInteraction>(); chestScriptU = GameObject.Find("ChestUnlocked").GetComponent <WorldButtonInteraction>(); inven = GameObject.FindGameObjectWithTag("PlayerInventory").GetComponent <PlayerInventory>(); if (Progression.previousScene == "Outsidehome3" || Progression.previousScene == "Desert") { player.cc.transform.position = new Vector3(-40f, -8f, -1f); if (Progression.previousScene == "Desert") { Progression.levers[0] = 1; Progression.levers[1] = 2; Progression.levers[2] = 8; Progression.levers[3] = 0; Progression.levers[4] = 8; } } else if (Progression.previousScene == "Dungeon") { player.cc.transform.position = new Vector3(54f, -4f, -1f); } else if (Progression.previousScene == "makePlayer") { player.GetComponent <CharacterController>().transform.position = Progression.charPos; } fadeScript.fade = true; fadeScript.fadingOut = true; fadeScript.bothFades = false; if (Progression.chestUnlocked) { GameObject.Find("ChestLocked").transform.position = new Vector3(48.78f, 4.02f, 10f); GameObject.Find("ChestUnlocked").transform.position = new Vector3(48.78f, 4.02f, -0.5f); } }
// Use this for initialization void Start() { player = GameObject.Find("Player").GetComponent <playerController>(); fadeScript = GameObject.Find("Colorable").GetComponent <FadeInAndOut>(); stairScript = GameObject.Find("stairs").GetComponent <WorldButtonInteraction>(); stairTopScript = GameObject.Find("stairstop").GetComponent <WorldButtonInteraction>(); doorScript = GameObject.Find("doorPot").GetComponent <WorldButtonInteraction>(); potScript = GameObject.Find("Pot").GetComponent <WorldButtonInteraction>(); if (Progression.previousScene == "Town") { player.cc.transform.position = new Vector3(0f, 0f, -1f); } else if (Progression.previousScene == "makePlayer") { player.GetComponent <CharacterController>().transform.position = Progression.charPos; } fadeScript.fade = true; fadeScript.fadingOut = true; fadeScript.bothFades = false; }
// Use this for initialization void Start() { WBI = this.GetComponent <WorldButtonInteraction>(); if (leverNumber == 0) { directionString = "South-West."; } else if (leverNumber == 1) { directionString = "East."; } else if (leverNumber == 2) { directionString = "South-West."; } else if (leverNumber == 3) { directionString = "South-East."; } else { directionString = "West."; } }
// Update is called once per frame void Update() { // Setting up the references. //get the game object inventory = GameObject.FindGameObjectWithTag("PlayerInventory"); //get script attached to game object playerInventory = inventory.GetComponent <PlayerInventory>(); clicky = this.gameObject; wasclick = clicky.GetComponent <WorldButtonInteraction>(); if (wasclick.clicked) { if (this.gameObject.name == "Chest") { playerInventory.hasSword = true; playerInventory.itemlistSwordName = "Blade of Absurdity"; playerInventory.itemlistSwordStrength = playerInventory.baseWeaponATK + 1; playerInventory.itemlistSwordAgil = playerInventory.baseWeaponAGI + 1; playerInventory.itemlistSwordIntel = playerInventory.baseWeaponINT + 1; playerInventory.itemlistSwordLuck = playerInventory.baseWeaponLUC + 0; } else if (clicky.tag == "Sword") { playerInventory.getSword(); Debug.Log(clicky.GetComponent <Sword>().itemName); playerInventory.itemlistSwordName = clicky.GetComponent <Sword>().itemName; playerInventory.itemlistSwordStrength = playerInventory.baseWeaponATK + clicky.GetComponent <Sword>().str; playerInventory.itemlistSwordAgil = playerInventory.baseWeaponAGI + clicky.GetComponent <Sword>().agil; playerInventory.itemlistSwordIntel = playerInventory.baseWeaponINT + clicky.GetComponent <Sword>().intel; playerInventory.itemlistSwordLuck = playerInventory.baseWeaponLUC + clicky.GetComponent <Sword>().luc; //set other stats to 0 playerInventory.itemlistBowStrength = 0; playerInventory.itemlistBowAgil = 0; playerInventory.itemlistBowIntel = 0; playerInventory.itemlistBowLuck = 0; playerInventory.itemlistStaffStrength = 0; playerInventory.itemlistStaffAgil = 0; playerInventory.itemlistStaffIntel = 0; playerInventory.itemlistStaffLuck = 0; Destroy(this.gameObject); } else if (clicky.tag == "Armor") { playerInventory.getArmor(); Debug.Log(clicky.GetComponent <Armor>().itemName); playerInventory.itemlistArmorName = clicky.GetComponent <Armor>().itemName; playerInventory.itemlistArmorStrength = playerInventory.baseArmorATK + clicky.GetComponent <Armor>().str; playerInventory.itemlistArmorAgil = playerInventory.baseArmorAGI + clicky.GetComponent <Armor>().agil; playerInventory.itemlistArmorIntel = playerInventory.baseArmorINT + clicky.GetComponent <Armor>().intel; playerInventory.itemlistArmorLuck = playerInventory.baseArmorLUC + clicky.GetComponent <Armor>().luc; Destroy(this.gameObject); } else if (clicky.tag == "Helm") { playerInventory.getHelm(); Debug.Log(clicky.GetComponent <Helm>().itemName); playerInventory.itemlistHelmName = clicky.GetComponent <Helm>().itemName; playerInventory.itemlistHelmStrength = playerInventory.baseHelmATK + clicky.GetComponent <Helm>().str; playerInventory.itemlistHelmAgil = playerInventory.baseHelmAGI + clicky.GetComponent <Helm>().agil; playerInventory.itemlistHelmIntel = playerInventory.baseHelmINT + clicky.GetComponent <Helm>().intel; playerInventory.itemlistHelmLuck = playerInventory.baseHelmLUC + clicky.GetComponent <Helm>().luc; Destroy(this.gameObject); } else if (clicky.tag == "Bow") { playerInventory.getBow(); Debug.Log(clicky.GetComponent <Bow>().itemName); playerInventory.itemlistBowName = clicky.GetComponent <Bow>().itemName; playerInventory.itemlistBowStrength = playerInventory.baseWeaponATK + clicky.GetComponent <Bow>().str; playerInventory.itemlistBowAgil = playerInventory.baseWeaponAGI + clicky.GetComponent <Bow>().agil; playerInventory.itemlistBowIntel = playerInventory.baseWeaponINT + clicky.GetComponent <Bow>().intel; playerInventory.itemlistBowLuck = playerInventory.baseWeaponLUC + clicky.GetComponent <Bow>().luc; //set other stats to 0 playerInventory.itemlistStaffStrength = 0; playerInventory.itemlistStaffAgil = 0; playerInventory.itemlistStaffIntel = 0; playerInventory.itemlistStaffLuck = 0; playerInventory.itemlistSwordStrength = 0; playerInventory.itemlistSwordAgil = 0; playerInventory.itemlistSwordIntel = 0; playerInventory.itemlistSwordLuck = 0; Destroy(this.gameObject); } else if (clicky.tag == "Staff") { playerInventory.getStaff(); Debug.Log(clicky.GetComponent <Staff>().itemName); playerInventory.itemlistStaffName = clicky.GetComponent <Staff>().itemName; playerInventory.itemlistStaffStrength = playerInventory.baseWeaponATK + clicky.GetComponent <Staff>().str; playerInventory.itemlistStaffAgil = playerInventory.baseWeaponAGI + clicky.GetComponent <Staff>().agil; playerInventory.itemlistStaffIntel = playerInventory.baseWeaponINT + clicky.GetComponent <Staff>().intel; playerInventory.itemlistStaffLuck = playerInventory.baseWeaponLUC + clicky.GetComponent <Staff>().luc; //set other items to 0 stats playerInventory.itemlistBowStrength = 0; playerInventory.itemlistBowAgil = 0; playerInventory.itemlistBowIntel = 0; playerInventory.itemlistBowLuck = 0; playerInventory.itemlistSwordStrength = 0; playerInventory.itemlistSwordAgil = 0; playerInventory.itemlistSwordIntel = 0; playerInventory.itemlistSwordLuck = 0; Destroy(this.gameObject); } else if (clicky.tag == "Potion") { Destroy(this.gameObject); playerInventory.currentHP = playerInventory.fullHP; } else { Debug.Log("tag not found"); } } playerInventory.currentATK = playerInventory.itemlistBowStrength + playerInventory.itemlistSwordStrength + playerInventory.itemlistStaffStrength + playerInventory.itemlistArmorStrength + playerInventory.itemlistHelmStrength; playerInventory.currentAGI = playerInventory.itemlistStaffAgil + playerInventory.itemlistBowAgil + playerInventory.itemlistSwordAgil + playerInventory.itemlistArmorAgil + playerInventory.itemlistHelmAgil; playerInventory.currentINT = playerInventory.itemlistStaffIntel + playerInventory.itemlistBowIntel + playerInventory.itemlistSwordIntel + playerInventory.itemlistArmorIntel + playerInventory.itemlistHelmIntel; playerInventory.currentLUC = playerInventory.itemlistStaffLuck + playerInventory.itemlistBowLuck + playerInventory.itemlistSwordLuck + playerInventory.itemlistArmorLuck + playerInventory.itemlistHelmLuck; }
// Update is called once per frame void Update() { // Setting up the references. //get the game object inventory = GameObject.FindGameObjectWithTag("PlayerInventory"); //get script attached to game object playerInventory = inventory.GetComponent <PlayerInventory>(); clicky = this.gameObject; wasclick = clicky.GetComponent <WorldButtonInteraction>(); if (wasclick.clicked) { if (this.gameObject.name == "Chest") { playerInventory.hasSword = true; playerInventory.itemlistSwordName = "Blade of Absurdity"; playerInventory.itemlistSwordStrength = playerInventory.baseWeaponATK + 1; playerInventory.itemlistSwordAgil = playerInventory.baseWeaponAGI + 1; playerInventory.itemlistSwordIntel = playerInventory.baseWeaponINT + 1; playerInventory.itemlistSwordLuck = playerInventory.baseWeaponLUC + 0; } else if (clicky.tag == "Sword") { playerInventory.getSword(); Debug.Log(clicky.GetComponent <Sword>().itemName); playerInventory.itemlistSwordName = clicky.GetComponent <Sword>().itemName; playerInventory.itemlistSwordStrength = playerInventory.baseWeaponATK + clicky.GetComponent <Sword>().str; playerInventory.itemlistSwordAgil = playerInventory.baseWeaponAGI + clicky.GetComponent <Sword>().agil; playerInventory.itemlistSwordIntel = playerInventory.baseWeaponINT + clicky.GetComponent <Sword>().intel; playerInventory.itemlistSwordLuck = playerInventory.baseWeaponLUC + clicky.GetComponent <Sword>().luc; //set other stats to 0 playerInventory.itemlistBowStrength = 0; playerInventory.itemlistBowAgil = 0; playerInventory.itemlistBowIntel = 0; playerInventory.itemlistBowLuck = 0; playerInventory.itemlistStaffStrength = 0; playerInventory.itemlistStaffAgil = 0; playerInventory.itemlistStaffIntel = 0; playerInventory.itemlistStaffLuck = 0; Destroy(this.gameObject); } else if (clicky.tag == "Armor") { playerInventory.getArmor(); Debug.Log(clicky.GetComponent <Armor>().itemName); playerInventory.itemlistArmorName = clicky.GetComponent <Armor>().itemName; playerInventory.itemlistArmorStrength = playerInventory.baseArmorATK + clicky.GetComponent <Armor>().str; playerInventory.itemlistArmorAgil = playerInventory.baseArmorAGI + clicky.GetComponent <Armor>().agil; playerInventory.itemlistArmorIntel = playerInventory.baseArmorINT + clicky.GetComponent <Armor>().intel; playerInventory.itemlistArmorLuck = playerInventory.baseArmorLUC + clicky.GetComponent <Armor>().luc; Destroy(this.gameObject); } else if (clicky.tag == "Helm") { playerInventory.getHelm(); Debug.Log(clicky.GetComponent <Helm>().itemName); playerInventory.itemlistHelmName = clicky.GetComponent <Helm>().itemName; playerInventory.itemlistHelmStrength = playerInventory.baseHelmATK + clicky.GetComponent <Helm>().str; playerInventory.itemlistHelmAgil = playerInventory.baseHelmAGI + clicky.GetComponent <Helm>().agil; playerInventory.itemlistHelmIntel = playerInventory.baseHelmINT + clicky.GetComponent <Helm>().intel; playerInventory.itemlistHelmLuck = playerInventory.baseHelmLUC + clicky.GetComponent <Helm>().luc; Destroy(this.gameObject); } else if (clicky.tag == "Bow") { playerInventory.getBow(); Debug.Log(clicky.GetComponent <Bow>().itemName); playerInventory.itemlistBowName = clicky.GetComponent <Bow>().itemName; playerInventory.itemlistBowStrength = playerInventory.baseWeaponATK + clicky.GetComponent <Bow>().str; playerInventory.itemlistBowAgil = playerInventory.baseWeaponAGI + clicky.GetComponent <Bow>().agil; playerInventory.itemlistBowIntel = playerInventory.baseWeaponINT + clicky.GetComponent <Bow>().intel; playerInventory.itemlistBowLuck = playerInventory.baseWeaponLUC + clicky.GetComponent <Bow>().luc; //set other stats to 0 playerInventory.itemlistStaffStrength = 0; playerInventory.itemlistStaffAgil = 0; playerInventory.itemlistStaffIntel = 0; playerInventory.itemlistStaffLuck = 0; playerInventory.itemlistSwordStrength = 0; playerInventory.itemlistSwordAgil = 0; playerInventory.itemlistSwordIntel = 0; playerInventory.itemlistSwordLuck = 0; Destroy(this.gameObject); } else if (clicky.tag == "Staff") { playerInventory.getStaff(); Debug.Log(clicky.GetComponent <Staff>().itemName); playerInventory.itemlistStaffName = clicky.GetComponent <Staff>().itemName; playerInventory.itemlistStaffStrength = playerInventory.baseWeaponATK + clicky.GetComponent <Staff>().str; playerInventory.itemlistStaffAgil = playerInventory.baseWeaponAGI + clicky.GetComponent <Staff>().agil; playerInventory.itemlistStaffIntel = playerInventory.baseWeaponINT + clicky.GetComponent <Staff>().intel; playerInventory.itemlistStaffLuck = playerInventory.baseWeaponLUC + clicky.GetComponent <Staff>().luc; //set other items to 0 stats playerInventory.itemlistBowStrength = 0; playerInventory.itemlistBowAgil = 0; playerInventory.itemlistBowIntel = 0; playerInventory.itemlistBowLuck = 0; playerInventory.itemlistSwordStrength = 0; playerInventory.itemlistSwordAgil = 0; playerInventory.itemlistSwordIntel = 0; playerInventory.itemlistSwordLuck = 0; Destroy(this.gameObject); } else if (clicky.tag == "Potion") { Destroy(this.gameObject); playerInventory.currentHP = playerInventory.fullHP; } else if (clicky.tag == "Key") { Destroy(this.gameObject); Progression.reKey = true; Progression.keysFound++; } else if (clicky.tag == "Gold") { Destroy(this.gameObject); playerInventory.currentGold += Progression.goldOfLastEnemy; } else if (clicky.tag == "ManaPotion") { Destroy(this.gameObject); playerInventory.currentMP = playerInventory.fullMP; } else if (clicky.tag == "Herb") { Destroy(this.gameObject); Progression.herbsCollected++; } else { Debug.Log("tag not found"); } } //update the players stats based off of new item that is picked up/equipped. playerInventory.currentATK = playerInventory.itemlistBowStrength + playerInventory.itemlistSwordStrength + playerInventory.itemlistStaffStrength + playerInventory.itemlistArmorStrength + playerInventory.itemlistHelmStrength + playerInventory.startATK + playerInventory.levelUpATK; playerInventory.currentAGI = playerInventory.itemlistStaffAgil + playerInventory.itemlistBowAgil + playerInventory.itemlistSwordAgil + playerInventory.itemlistArmorAgil + playerInventory.itemlistHelmAgil + playerInventory.startAGI + playerInventory.levelUpAGI; playerInventory.currentINT = playerInventory.itemlistStaffIntel + playerInventory.itemlistBowIntel + playerInventory.itemlistSwordIntel + playerInventory.itemlistArmorIntel + playerInventory.itemlistHelmIntel + playerInventory.startINT + playerInventory.levelUpINT; playerInventory.currentLUC = playerInventory.itemlistStaffLuck + playerInventory.itemlistBowLuck + playerInventory.itemlistSwordLuck + playerInventory.itemlistArmorLuck + playerInventory.itemlistHelmLuck + playerInventory.startLCK + playerInventory.levelUpLCK; }