public static Helm Factory(int cellID) { Helm helm = Helm.Factory(); helm.Cell = Cell.FromId(cellID); return(helm); }
public void AddHelmRPC(int viewID, string hero) { Helm toAdd = PhotonView.Find(viewID).gameObject.GetComponent <Helm>(); Hero toAddTo = findHero(hero); toAddTo.heroInventory.AddHelm2(toAdd); }
/// <inheritdoc /> public Armor Convert(ItemDTO value, object state) { var entity = new Helm(); this.Merge(entity, value, state); return(entity); }
public static Helm Factory(string hero) { Helm helm = Helm.Factory(); GameManager.instance.findHero(hero).heroInventory.AddItem(helm); return(helm); }
// Power Up Manager public void PowerUpManager(float timer) { if (helmActive) { Helm.SetActive(true); helmTimer -= Time.deltaTime; if (helmTimer < 0) { helmActive = false; helmTimer = timer; } } else { Helm.SetActive(false); } if (shieldActive) { Shield.SetActive(true); shieldTimer -= Time.deltaTime; if (shieldTimer < 0) { shieldActive = false; shieldTimer = timer; } } else { Shield.SetActive(false); } }
public void RemoveHelm(Helm item) { if (helm.GetComponent <PhotonView>().ViewID == item.GetComponent <PhotonView>().ViewID) { int viewID = item.GetComponent <PhotonView>().ViewID; GameManager.instance.photonView.RPC("RemoveHelmRPC", RpcTarget.AllViaServer, new object[] { viewID, parentHero }); } else { Debug.Log("Error hero inventory remove helm"); } }
public void SwitchTo(string station) { // disable all camera LobbyCamera.enabled = false; HelmCamera.enabled = false; TacticalCamera.enabled = false; SensorsCamera.enabled = false; SensorsCamera.enabled = false; // inactivate all interfaces Lobby.SetActive(false); Helm.SetActive(false); Tactical.SetActive(false); Sensors.SetActive(false); Sensors.SetActive(false); // activate the appropriate station switch (station) { case "lobby": LobbyCamera.enabled = true; Lobby.SetActive(true); Lobby.GetComponent <Lobby>().Activate(); break; case "helm": HelmCamera.enabled = true; Helm.SetActive(true); Helm.GetComponent <Helm>().Activate(); break; case "tactical": TacticalCamera.enabled = true; Tactical.SetActive(true); Tactical.GetComponent <Tactical>().Activate(); break; case "sensors": SensorsCamera.enabled = true; Sensors.SetActive(true); Sensors.GetComponent <Sensors>().Activate(); break; case "scanners": ScannersCamera.enabled = true; Scanners.SetActive(true); //Scanners.GetComponent<Scanners>().Activate(); break; } }
public bool AddHelm(Helm item) { if (helm == null) { int viewID = item.GetComponent <PhotonView>().ViewID; GameManager.instance.photonView.RPC("AddHelmRPC", RpcTarget.AllViaServer, new object[] { viewID, parentHero }); return(true); } else { //Error already a helm EventManager.TriggerError(1); return(false); } }
public void AddHelm2(Helm item) { string id = convertToKey(item.GetComponent <PhotonView>().ViewID); helm = item; AllTokens.Add(id, (Helm)item); if (GameManager.instance.MainHero.TokenName.Equals(parentHero)) { EventManager.TriggerInventoryUIHeroUpdate(this); } else if (parentHero.Equals(CharChoice.choice.TokenName)) { EventManager.TriggerInventoryUIHeroPeak(this); } }
public void Dispose() { Armor.Dispose(); MainHand.Dispose(); OffHand.Dispose(); Ring.Dispose(); Ring2.Dispose(); Amulet.Dispose(); Helm.Dispose(); Gloves.Dispose(); Boots.Dispose(); Belt.Dispose(); Flasks.ForEach(vm => vm.Dispose()); TreeJewels.ForEach(vm => vm.Dispose()); ItemJewels.Values.Flatten().ForEach(vm => vm.Dispose()); }
public override int GetHashCode() { unchecked { var hashCode = (Chart != null ? Chart.GetHashCode() : 0); hashCode = (hashCode * 397) ^ (Directory != null ? Directory.GetHashCode() : 0); hashCode = (hashCode * 397) ^ (Helm != null ? Helm.GetHashCode() : 0); // hashCode = (hashCode * 397) ^ (Ksonnet != null ? Ksonnet.GetHashCode() : 0); // hashCode = (hashCode * 397) ^ (Kustomize != null ? Kustomize.GetHashCode() : 0); // hashCode = (hashCode * 397) ^ (Plugin != null ? Plugin.GetHashCode() : 0); hashCode = (hashCode * 397) ^ (Path != null ? Path.GetHashCode() : 0); hashCode = (hashCode * 397) ^ (RepoUrl != null ? RepoUrl.GetHashCode() : 0); hashCode = (hashCode * 397) ^ (TargetRevision != null ? TargetRevision.GetHashCode() : 0); return(hashCode); } }
private void ReceiveMessage(string json) { // examine the generic message var generic = JsonUtility.FromJson <Message>(json); Debug.Log($"received: {json}"); // determine message and value if (generic.c == "telemetry") { var actual = JsonUtility.FromJson <Message <TelemetryPayload> >(json); if (actual.p.id == "00000000-0000-0000-0000-000000000000") { if (Helm.isActiveAndEnabled) { Helm.ReceiveTelemetry(actual.p); } } if (Sensors.isActiveAndEnabled) { Sensors.ReceiveTelemetry(actual.p); } } if (generic.c == "helm" && Helm.isActiveAndEnabled) { var actual = JsonUtility.FromJson <Message <FromHelmStation> >(json); Helm.ReceiveFromHelmStation(actual.p); } if (generic.c == "tactical" && Tactical.isActiveAndEnabled) { var actual = JsonUtility.FromJson <Message <FromTacticalStation> >(json); Tactical.ReceiveFromTacticalStation(actual.p); } if (generic.c == "zone") { Sensors.ReceiveZone(json); } // take note of the last received message LastReceivedAt = Time.realtimeSinceStartup; }
private static void UpdateUVs(Config[] configs) { foreach (var config in configs) { var armorMeshFolderPath = "Assets/Character_Editor/Meshes/" + config.folderName + "/Armor/"; var weaponMeshFolderPath = "Assets/Character_Editor/Meshes/" + config.folderName + "/Weapon/"; var meshPaths = new Dictionary <int, string>() { { Arm.GetMerheOrder(MeshType.ArmRight), armorMeshFolderPath + "Armor_Arm/ArmRight" }, { Arm.GetMerheOrder(MeshType.ArmLeft), armorMeshFolderPath + "Armor_Arm/ArmLeft" }, { Belt.GetMerheOrder(), armorMeshFolderPath + "Armor_Belt" }, { BeltAdd.GetMerheOrder(), armorMeshFolderPath + "Armor_BeltAdd" }, { Hair.GetMerheOrder(), armorMeshFolderPath + "Armor_Hair" }, { Helm.GetMerheOrder(), armorMeshFolderPath + "Armor_Helm" }, { Beard.GetMerheOrder(), armorMeshFolderPath + "Armor_Jaw" }, { FaceFeature.GetMerheOrder(), armorMeshFolderPath + "Armor_Feature" }, { Leg.GetMerheOrder(MeshType.LegRight), armorMeshFolderPath + "Armor_Leg/LegRight" }, { Leg.GetMerheOrder(MeshType.LegLeft), armorMeshFolderPath + "Armor_Leg/LegLeft" }, { Shoulder.GetMerheOrder(MeshType.ShoulderRight), armorMeshFolderPath + "Armor_Shoulder/ShoulderRight" }, { Shoulder.GetMerheOrder(MeshType.ShoulderLeft), armorMeshFolderPath + "Armor_Shoulder/ShoulderLeft" }, { Torso.GetMerheOrder(), armorMeshFolderPath + "Armor_Torso" }, { TorsoAdd.GetMerheOrder(), armorMeshFolderPath + "Armor_TorsoAdd" }, { Hand.GetMerheOrder(MeshType.HandRight), weaponMeshFolderPath + "HandRight" }, { Hand.GetMerheOrder(MeshType.HandLeft), weaponMeshFolderPath + "HandLeft" }, }; var myList = meshPaths.ToList(); myList.Sort((pair1, pair2) => pair1.Key.CompareTo(pair2.Key)); int atlasSize = 4; float uvsStep = 1f / atlasSize; for (int itemNum = 0; itemNum < myList.Count; itemNum++) { if (!AssetDatabase.IsValidFolder(myList[itemNum].Value)) { continue; } var meshGUIDs = AssetDatabase.FindAssets("t:GameObject", new string[] { myList[itemNum].Value }); for (int meshNum = 0; meshNum < meshGUIDs.Length; meshNum++) { var tempMesh = AssetDatabase.LoadAssetAtPath <GameObject>(AssetDatabase.GUIDToAssetPath(meshGUIDs[meshNum])); // Mesh tempMesh = UnityEngine.Object.Instantiate(meshObject); //Update LOD parts for each armor item var armorsParts = tempMesh.GetComponentsInChildren <MeshFilter>(); for (var armLOD = 0; armLOD < armorsParts.Length; armLOD++) { if (armorsParts[armLOD] != null) { var mTempMesh = (Mesh)GameObject.Instantiate(armorsParts[armLOD].sharedMesh); //Update UVS for new atlas Vector2[] uvs = mTempMesh.uv; for (int i = 0; i < uvs.Length; i++) { uvs[i] = new Vector2(uvs[i].x / atlasSize + uvsStep * (itemNum % atlasSize), uvs[i].y / atlasSize + uvsStep * (atlasSize - 1 - (itemNum / atlasSize))); } mTempMesh.uv = uvs; //assigne the selected LOD Mesh with new UV's to the new mesh to be exported if (!Directory.Exists(myList[itemNum].Value + "/Meshes/")) { Directory.CreateDirectory(myList[itemNum].Value + "/Meshes/"); } CreateOrReplaceAsset <Mesh>(mTempMesh, myList[itemNum].Value + "/Meshes/" + armorsParts[armLOD].sharedMesh.name + "_New.asset"); AssetDatabase.SaveAssets(); } } } } var prefabsPath = "Assets/Character_Editor/Prefabs/" + config.folderName; var prefabGUIDs = AssetDatabase.FindAssets("t:Prefab", new string[] { prefabsPath }); for (int prefNum = 0; prefNum < prefabGUIDs.Length; prefNum++) { var pPath = AssetDatabase.GUIDToAssetPath(prefabGUIDs[prefNum]); if (pPath.Contains("/Model/")) { var originalPrefab = AssetDatabase.LoadAssetAtPath <GameObject>(pPath); var originalPrefabInstance = GameObject.Instantiate(originalPrefab); originalPrefabInstance.name = originalPrefab.name; foreach (var filter in originalPrefabInstance.GetComponentsInChildren <MeshFilter>()) { var lodMeshPath = AssetDatabase.GetAssetPath(filter.sharedMesh); var index = lodMeshPath.LastIndexOf("/"); if (index != -1) { lodMeshPath = lodMeshPath.Substring(0, index) + "/Meshes/" + filter.sharedMesh.name + "_New.asset"; var changedMesh = AssetDatabase.LoadAssetAtPath <Mesh>(lodMeshPath); filter.mesh = changedMesh; var newDirPath = pPath.Substring(0, pPath.IndexOf("Model/")) + "StaticModel/"; var fullDirPath = Application.dataPath.Substring(0, Application.dataPath.Length - 6) + newDirPath; if (Directory.Exists(fullDirPath)) { Directory.Delete(fullDirPath, true); } Directory.CreateDirectory(fullDirPath); Object prefab = PrefabUtility.CreateEmptyPrefab(newDirPath + originalPrefabInstance.name + ".prefab"); PrefabUtility.ReplacePrefab(originalPrefabInstance, prefab, ReplacePrefabOptions.ConnectToPrefab); AssetDatabase.SaveAssets(); } } GameObject.DestroyImmediate(originalPrefabInstance); } } } }
////////////////////////////////// // START // ////////////////////////////////// void Start() { // This is used so that there will not be a constant call, with Wrahh calling eg shield, and shield calling Wrahh, as they need information about each other if(shield == null) shield = new Shield(); if(helm == null) helm = new Helm(); // At the begging of the game, Wrahh is stripped of everything, and he therefore does not have a shield, no helmet, no grenades, and no armor shieldOn = false; helmOn = false; weaponParts = 0; lobsterParts = 0; shieldArmor = 0; helmArmor = 0; // Loads the standard weapon (his bare hands) in to all slots in the weapon array for(int i = 0; i < 5; i++) { weapons[i] = gameObject.AddComponent<Weapon>(); } // Sets the start slot to the first slot in the array, and set his current weapon currentSlot = 0; currentWeapon = weapons[currentSlot]; // Lots of sounds being loaded walkSoundPlaying = false; numberOfSounds = 17; numberOfWalkingSounds = 14; numberOfFallingSounds = 1+numberOfWalkingSounds; numberOfHitGroundSounds = 1+numberOfFallingSounds; numberOfPunchSounds = 1+numberOfHitGroundSounds; for (int i = 0; i<numberOfSounds;i++) { this.gameObject.AddComponent<AudioSource>(); } sounds = GetComponents<AudioSource>(); //all audio source components on the object it put in the "sounds" array in the order they are listed on the object for (int i = 0; i<numberOfSounds;i++) { while(i<numberOfWalkingSounds) { sounds[i].clip = Resources.Load("sounds/walk-"+(1+i)) as AudioClip; sounds[i].playOnAwake = false; sounds[i].rolloffMode = AudioRolloffMode.Linear; sounds[i].pitch = 1f; sounds[i].volume = 0.1f; i++; } while(i<numberOfFallingSounds) { sounds[i].clip = Resources.Load("sounds/screamFall") as AudioClip; sounds[i].playOnAwake = false; sounds[i].rolloffMode = AudioRolloffMode.Linear; sounds[i].pitch = 1.0f; sounds[i].volume = 1.0f; sounds[i].loop = true; i++; } while(i<numberOfHitGroundSounds) { sounds[i].clip = Resources.Load("sounds/hitGround") as AudioClip; sounds[i].playOnAwake = false; sounds[i].rolloffMode = AudioRolloffMode.Linear; sounds[i].pitch = 1.0f; sounds[i].volume = 1.0f; sounds[i].loop = false; i++; } while(i<numberOfPunchSounds) { sounds[i].clip = Resources.Load("sounds/punch") as AudioClip; sounds[i].playOnAwake = false; sounds[i].rolloffMode = AudioRolloffMode.Linear; sounds[i].pitch = 1.0f; sounds[i].volume = 0.5f; sounds[i].loop = false; i++; } } //From parent "GameCharacters.cs": moveSpeed = 10000.0f; // The moveSpeed is very high, because he is heavy, and he is moved by adding force facingRight = true; MAX_MOVE_SPEED = 30.0f; health = 100; setStandardPhysics(); accessAnimator(); }
// Use this for initialization void Start() { //Initialize Abilities - TODO Should this be done statically? dStrike = new Decisive_Strike(); dStrike.setScript(this); courage = new Courage(); courage.setScript(this); judgement = new Judgement(); judgement.setScript(this); dJustice = new Demacian_Justice(); dJustice.setScript(this); valor = new Valor(); valor.setScript(this); level = 1; IconWidth = judgementTexture.width; IconHeight = judgementTexture.height; //Initially not running running = false; idling = true; a = gameObject.GetComponent(typeof(Animation)) as Animation; originalRotation = transform.localRotation; spinning = false; alive = true; inventory = new Item[inventorySize]; TwoHandedSword startingSword = new TwoHandedSword(); startingSword.randomizeWeapon(1, 1); awardItem(startingSword); Helm startingHelm = new Helm(); startingHelm.randomizeArmor(1, 1); awardItem(startingHelm); Chest startingChest = new Chest(); startingChest.randomizeArmor(1, 1); awardItem(startingChest); Gloves startingGloves = new Gloves(); startingGloves.randomizeArmor(1, 1); awardItem(startingGloves); Boots startingBoots = new Boots(); startingBoots.randomizeArmor(1, 1); awardItem(startingBoots); checkpointTexture = Resources.Load("CheckpointTexture/CheckpointMaybe") as Texture2D; playerPortrait = Resources.Load("CheckpointTexture/garen_circle") as Texture2D; playerManaTexture = Resources.Load("PlayerTextures/mana") as Texture2D; leftClickOverlay = Resources.Load("InstructionPage/leftclick") as Texture2D; rightClickOverlay = Resources.Load("InstructionPage/rightclick") as Texture2D; winTexture = Resources.Load("GUITextures/victoryFull") as Texture2D; lossTexture = Resources.Load("GUITextures/defeatFull") as Texture2D; continueButton = Resources.Load("InstructionPage/Continue") as Texture2D; continueButtonHighlighted = Resources.Load("InstructionPage/Continue2") as Texture2D; equipment = new Item[5]; //TODO decide on size equipmentRect = new Rect(50, 50, 300, 300); inventoryRect = new Rect(Screen.width - 350, 50, 300, Mathf.Ceil(inventorySize / 6) * 50 + 20); confirmRect = new Rect((Screen.width / 2) - 150, Screen.height / 4, 300, 300); continueRect = new Rect((Screen.width / 2) - (continueButton.width / 2), Screen.height * (3.0f/4.0f), continueButton.width, continueButton.height); movementSpeed = 1; recalculateStats(); if(PlayerPrefs.GetString("IsSaveGame") == "true"){ name = PlayerPrefs.GetString("SaveFileName"); Load(); } currentHealth = maxHealth; Save(); }
// Implement this method in a buddy class to set properties that are specific to 'Helm' (if any) partial void Merge(Helm entity, ItemDTO dto, object state);
////////////////////////////////// // START // ////////////////////////////////// void Start() { // This is used so that there will not be a constant call, with Wrahh calling eg shield, and shield calling Wrahh, as they need information about each other if (shield == null) { shield = new Shield(); } if (helm == null) { helm = new Helm(); } // At the begging of the game, Wrahh is stripped of everything, and he therefore does not have a shield, no helmet, no grenades, and no armor shieldOn = false; helmOn = false; weaponParts = 0; lobsterParts = 0; shieldArmor = 0; helmArmor = 0; // Loads the standard weapon (his bare hands) in to all slots in the weapon array for (int i = 0; i < 5; i++) { weapons[i] = gameObject.AddComponent <Weapon>(); } // Sets the start slot to the first slot in the array, and set his current weapon currentSlot = 0; currentWeapon = weapons[currentSlot]; // Lots of sounds being loaded walkSoundPlaying = false; numberOfSounds = 17; numberOfWalkingSounds = 14; numberOfFallingSounds = 1 + numberOfWalkingSounds; numberOfHitGroundSounds = 1 + numberOfFallingSounds; numberOfPunchSounds = 1 + numberOfHitGroundSounds; for (int i = 0; i < numberOfSounds; i++) { this.gameObject.AddComponent <AudioSource>(); } sounds = GetComponents <AudioSource>(); //all audio source components on the object it put in the "sounds" array in the order they are listed on the object for (int i = 0; i < numberOfSounds; i++) { while (i < numberOfWalkingSounds) { sounds[i].clip = Resources.Load("sounds/walk-" + (1 + i)) as AudioClip; sounds[i].playOnAwake = false; sounds[i].rolloffMode = AudioRolloffMode.Linear; sounds[i].pitch = 1f; sounds[i].volume = 0.1f; i++; } while (i < numberOfFallingSounds) { sounds[i].clip = Resources.Load("sounds/screamFall") as AudioClip; sounds[i].playOnAwake = false; sounds[i].rolloffMode = AudioRolloffMode.Linear; sounds[i].pitch = 1.0f; sounds[i].volume = 1.0f; sounds[i].loop = true; i++; } while (i < numberOfHitGroundSounds) { sounds[i].clip = Resources.Load("sounds/hitGround") as AudioClip; sounds[i].playOnAwake = false; sounds[i].rolloffMode = AudioRolloffMode.Linear; sounds[i].pitch = 1.0f; sounds[i].volume = 1.0f; sounds[i].loop = false; i++; } while (i < numberOfPunchSounds) { sounds[i].clip = Resources.Load("sounds/punch") as AudioClip; sounds[i].playOnAwake = false; sounds[i].rolloffMode = AudioRolloffMode.Linear; sounds[i].pitch = 1.0f; sounds[i].volume = 0.5f; sounds[i].loop = false; i++; } } //From parent "GameCharacters.cs": moveSpeed = 10000.0f; // The moveSpeed is very high, because he is heavy, and he is moved by adding force facingRight = true; MAX_MOVE_SPEED = 30.0f; health = 100; setStandardPhysics(); accessAnimator(); }
void Start() { merchantPanel = transform.Find("MerchantUI").gameObject; buyPanel = transform.Find("BuyPanel").gameObject; panelTitle = buyPanel.transform.Find("Title").GetComponent <Text>(); panelDesc = buyPanel.transform.Find("Description").GetComponent <Text>(); btns = transform.Find("MerchantUI/").GetComponentsInChildren(typeof(Button)); buyBtn = buyPanel.transform.Find("Buy Button").GetComponent <Button>(); cancelBtn = buyPanel.transform.Find("Cancel Button").GetComponent <Button>(); cancelBtn.onClick.AddListener(delegate { HidePanel(); }); transform.Find("MerchantUI/Potion/Button/Text").GetComponent <UnityEngine.UI.Text>().text = "" + Witch.Instance.PotionPrice; for (int i = 0; i < btns.Length; i++) { Button btn = (Button)btns[i]; if (btn.transform.parent.name == "Strength") { btn.onClick.AddListener(() => { ShowPanel(Strength.itemName, Strength.desc); buyBtn.onClick.RemoveAllListeners(); buyBtn.onClick.AddListener(() => { Strength.Buy(); HidePanel(); }); }); } else if (btn.transform.parent.name == "Helm") { btn.onClick.AddListener(() => { ShowPanel(Helm.itemName, Helm.desc); buyBtn.onClick.RemoveAllListeners(); buyBtn.onClick.AddListener(() => { Helm.Buy(); HidePanel(); }); }); } else if (btn.transform.parent.name == "Telescope") { btn.onClick.AddListener(() => { ShowPanel(Telescope.itemName, Telescope.desc); buyBtn.onClick.RemoveAllListeners(); buyBtn.onClick.AddListener(() => { Telescope.Buy(); HidePanel(); }); }); } else if (btn.transform.parent.name == "Wineskin") { btn.onClick.AddListener(() => { ShowPanel(Wineskin.itemName, Wineskin.desc); buyBtn.onClick.RemoveAllListeners(); buyBtn.onClick.AddListener(() => { Wineskin.Buy(); HidePanel(); }); }); } else if (btn.transform.parent.name == "Shield") { btn.onClick.AddListener(() => { ShowPanel(Shield.itemName, Shield.desc); buyBtn.onClick.RemoveAllListeners(); buyBtn.onClick.AddListener(() => { Shield.Buy(); HidePanel(); }); }); } else if (btn.transform.parent.name == "Bow") { btn.onClick.AddListener(() => { ShowPanel(Bow.itemName, Bow.desc); buyBtn.onClick.RemoveAllListeners(); buyBtn.onClick.AddListener(() => { Bow.Buy(); HidePanel(); }); }); } else if (btn.transform.parent.name == "Falcon") { btn.onClick.AddListener(() => { ShowPanel(Falcon.itemName, Falcon.desc); buyBtn.onClick.RemoveAllListeners(); buyBtn.onClick.AddListener(() => { Falcon.Buy(); HidePanel(); }); }); } else if (btn.transform.parent.name == "Potion") { btn.onClick.AddListener(() => { ShowPanel(Potion.itemName, Potion.desc); buyBtn.onClick.RemoveAllListeners(); buyBtn.onClick.AddListener(() => { Potion.Buy(); HidePanel(); }); }); } } }
// Use this for initialization void Start() { //Initialize Abilities - TODO Should this be done statically? tumble = new Tumble(); tumble.setScript(this); silverBolts = new Silver_Bolts(); silverBolts.setScript(this); condemn = new Condemn(); condemn.setScript(this); finalHour = new Final_Hour(); finalHour.setScript(this); shadowBolt = new ShadowBolt(); shadowBolt.setScript(this); IconWidth = tumbleTexture.width; IconHeight = tumbleTexture.height; level = 1; //Initially not running running = false; idling = true; a = gameObject.GetComponent(typeof(Animation)) as Animation; originalRotation = transform.localRotation; alive = true; inventory = new Item[inventorySize]; Bow startingBow = new Bow(); startingBow.randomizeWeapon(1, 1); awardItem(startingBow); Helm startingHelm = new Helm(); startingHelm.randomizeArmor(1, 1); awardItem(startingHelm); Chest startingChest = new Chest(); startingChest.randomizeArmor(1, 1); awardItem(startingChest); Gloves startingGloves = new Gloves(); startingGloves.randomizeArmor(1, 1); awardItem(startingGloves); Boots startingBoots = new Boots(); startingBoots.randomizeArmor(1, 1); awardItem(startingBoots); checkpointTexture = Resources.Load("CheckpointTexture/CheckpointMaybe") as Texture2D; playerPortrait = Resources.Load("CheckpointTexture/vayne_circle") as Texture2D; playerManaTexture = Resources.Load("PlayerTextures/mana") as Texture2D; swiftDeathTexture = Resources.Load("VayneTextures/swiftDeath") as Texture2D; shadowBoltTexture = Resources.Load("VayneTextures/ShadowBolt") as Texture2D; leftClickOverlay = Resources.Load("InstructionPage/leftclick") as Texture2D; rightClickOverlay = Resources.Load("InstructionPage/rightclick") as Texture2D; winTexture = Resources.Load("GUITextures/victoryFull") as Texture2D; lossTexture = Resources.Load("GUITextures/defeatFull") as Texture2D; continueButton = Resources.Load("InstructionPage/Continue") as Texture2D; continueButtonHighlighted = Resources.Load("InstructionPage/Continue2") as Texture2D; equipment = new Item[6]; //TODO decide on size equipmentRect = new Rect(50, 50, 300, 300); inventoryRect = new Rect(Screen.width - 350, 50, 300, Mathf.Ceil(inventorySize / 6) * 50 + 20); confirmRect = new Rect((Screen.width / 2) - 150, Screen.height / 4, 300, 300); continueRect = new Rect((Screen.width / 2) - (continueButton.width / 2), Screen.height * (3.0f/4.0f), continueButton.width, continueButton.height); movementSpeed = 1; recalculateStats(); if(PlayerPrefs.GetString("IsSaveGame") == "true"){ name = PlayerPrefs.GetString("SaveFileName"); Load(); } currentHealth = maxHealth; currentMana = maxMana; Save(); }
void Start() { // references Network = GameObject.Find("Interface").GetComponent <Network>(); // make all camera objects active and all cameras but Lobby covered foreach (var camera in Resources.FindObjectsOfTypeAll <Camera>()) { switch (camera.name) { case "LobbyCamera": LobbyCamera = camera; LobbyCamera.gameObject.SetActive(true); LobbyCamera.enabled = true; break; case "HelmCamera": HelmCamera = camera; HelmCamera.gameObject.SetActive(true); HelmCamera.enabled = false; break; case "TacticalCamera": TacticalCamera = camera; TacticalCamera.gameObject.SetActive(true); TacticalCamera.enabled = false; break; case "SensorsCamera": SensorsCamera = camera; SensorsCamera.gameObject.SetActive(true); SensorsCamera.enabled = false; Sensors = camera.GetComponentInParent <Sensors>().gameObject; Sensors.SetActive(false); break; case "ScannersCamera": ScannersCamera = camera; ScannersCamera.gameObject.SetActive(true); ScannersCamera.enabled = false; break; } } // make all interfaces inactive except the lobby foreach (var canvas in Resources.FindObjectsOfTypeAll <Canvas>()) { switch (canvas.name) { case "Lobby": Lobby = canvas.gameObject; Lobby.SetActive(true); break; case "Helm": Helm = canvas.gameObject; Helm.SetActive(false); break; case "Tactical": Tactical = canvas.gameObject; Tactical.SetActive(false); break; case "Scanners": Scanners = canvas.gameObject; Scanners.SetActive(false); break; } } }
public AbstractSailBoat(IBoat hull, HullColor red, Helm outboard) { this.hull = hull; this.red = red; this.outboard = outboard; }
public MotorBoatBuilder(Hull fiberglass, Helm wheel, HullColor white) { this.fiberglass = fiberglass; this.wheel = wheel; this.white = white; }
public AbstractMotorBoat(IBoat hull, HullColor white, Helm wheel) { this.hull = hull; this.white = white; this.wheel = wheel; }