public override void Init(CUnit unit) { CPlayerUnit player = unit as CPlayerUnit; if (player == null) { return; } base.Init(unit); if (m_vowIcon != null && m_vowIcons.Length >= 2) { m_vowIcon.sprite = m_vowIcons[(int)player.Gender]; } m_input = player.InputCtrl; m_inventory = player.Inventory; Cursor.lockState = CursorLockMode.Locked; Cursor.visible = false; if (m_menuGo != null) { m_menuGo.SetActive(false); } InventoryCheck(); }
public void RestPlayer(CPlayerUnit player) { //TODO: 플레이어의 체력을 회복 시키고 일정시간동안 못 움직이게 한다. if (player.Status.CurState == State.Rest) { return; } player.ResetUnit(); }
void OnTriggerStay(Collider other) { CPlayerUnit player = other.GetComponent <CPlayerUnit>(); if (player != null) { if (Input.GetButtonUp("Submit")) { if (m_item != null) { if (m_item is IEquipment) { IEquipment equipment = m_item as IEquipment; Data.EquipmentBoxInfo equipmentInfo = new Data.EquipmentBoxInfo(); equipmentInfo.partsType = equipment.PartsType; equipmentInfo.index = m_item.ItemIdx; CDataManager.Inst.PlayerRecord.BoxInfo.equipmentList.Add(equipmentInfo); } else { ItemData item = new ItemData(); item.item = m_item; item.count = 1; player.Inventory.ItemAdd(item); } } if (m_itemInfoGO != null) { m_itemInfoGO.SetActive(false); } if (CSoundManager.Inst != null && m_effectSource != null) { CSoundManager.Inst.EffectPlay(m_effectSource); } if (m_collider != null) { m_collider.enabled = false; } Invoke("PooledThis", 0.5f); return; } } }
protected override void DetectedItemAction() { if (!CanMove || IsUseItem || !m_movement.IsOnGround || InAction) { return; } if (!m_input.InputData.btnInputs[(int)InputIndex.B]) { return; } CPlayerUnit player = m_unit as CPlayerUnit; if (player == null) { return; } CInventory inventory = player.Inventory; if (inventory == null) { return; } IsUseItem = true; m_anim.SetBool("IsUseItem", IsUseItem); CUseItem item = inventory.ItemUse(inventory.CurItemSelect) as CUseItem; int nIdx = (int)UseAnimType.MAX; if (item == null) { m_anim.Play("Item" + nIdx); return; } nIdx = (int)item.UseAnimType; // 아이템 사용 번호에 따라 아이템 액션 변경 및 던지는 물체의 경우 발사체 소환 m_anim.Play("Item" + nIdx); m_unit.CurUseItem = item; }
public void AddDeathCount(CPlayerUnit player) { if (player == null) { return; } if (player.tag != "Player") { return; } m_deathCount++; if (m_deathCount >= m_deathLimit) { QuestFailed(); } }
IEnumerator InitCoroutine() { while (!GameManager.Inst.IsGameStart) { yield return(null); } GameObject playerGo = null; while (playerGo == null) { playerGo = GameObject.FindWithTag("Player"); yield return(null); } CPlayerUnit player = playerGo.GetComponent <CPlayerUnit>(); m_target = player; m_camera.enabled = true; }
IEnumerator InventoryUICoroutine() { while (m_player == null) { yield return(null); GameObject playerGo = GameObject.FindWithTag("Player"); if (playerGo == null) { continue; } m_player = playerGo.GetComponent <CPlayerUnit>(); } while (m_player.Inventory == null) { yield return(null); } m_InventoryUI.Init(m_player.Inventory); }