Пример #1
0
    // Start is called before the first frame update
    void Start()
    {
        // Grab the game manager
        manager = GameObject.FindGameObjectWithTag("GameManager").GetComponent <GameManager>();

        Ingredient cabbage = ScriptableObject.CreateInstance <Ingredient>();

        cabbage.ingredient_name = "Cabbage";
        cabbage.ids             = new int[3] {
            999, 999, 999
        };
        cabbage.cost        = 0;
        cabbage.effectsDict = new Dictionary <string, float[]>();

        cabbage.effectsDict.Add("str", new float[2] {
            0, 1
        });
        cabbage.effectsDict.Add("int", new float[2] {
            3, 1
        });
        cabbage.effectsDict.Add("dex", new float[2] {
            0, 1
        });

        cabbage.desc_string   = "A simple cabbage.";
        cabbage.effect_string = IngredientGenerator.BuildEffectString(cabbage.effectsDict);
        cabbage.tags.Add(PartList.Part.Tags.plant);

        cabbage.sprite = Resources.Load <Sprite>("Sprites/Cabbage_Graphic");

        quantity = 5 + GameObject.FindGameObjectWithTag("GameManager").GetComponent <PlayerDataManager>().day;

        AssignIngredient(cabbage, 10);
    }
Пример #2
0
 protected void Start()
 {
     ingredient       = gameObject.GetComponent <IngredientGenerator>();
     obstacle         = gameObject.GetComponent <ObstacleGenerator>();
     lastGenerateSpot = startingItemRow * spawnDistanceUnit;
     lastDeltaTime    = Time.time;
 }
Пример #3
0
    private void Start()
    {
        // Get our shop tier
        tier = GameObject.FindGameObjectWithTag("GameManager").GetComponent <PlayerDataManager>().GetTierFromTag(shopTag);

        // Grab the ingredient Generator
        generator = GameObject.FindGameObjectWithTag("IngredientGenerator").GetComponent <IngredientGenerator>();

        // Generate a group of appropriate unique ingredients

        generated  = generator.GenerateIngredients(shopInventory.Length, shopTag, tier);
        quantities = generator.GetQuantities(shopTag);

        // Assign those ingredients to the shop's inventory
        for (int i = 0; i < shopInventory.Length; i++)
        {
            shopInventory[i] = generated[i];
        }

        // Assign the ingredients to their respective storage
        for (int invSlot = 0; invSlot < inventory_obj.transform.childCount; invSlot++)
        {
            inventory_obj.transform.GetChild(invSlot).GetComponent <Storage>().AssignIngredient(shopInventory[invSlot], invSlot);
            inventory_obj.transform.GetChild(invSlot).GetComponent <Storage>().quantity = quantities[invSlot];
        }
    }
Пример #4
0
 // Start is called before the first frame update
 void Start()
 {
     // Grab all of our components
     generator = GameObject.FindGameObjectWithTag("IngredientGenerator").GetComponent <IngredientGenerator>();
     handler   = GetComponent <SaveFileHandler>();
     player    = GetComponent <PlayerDataManager>();
     if (tooltip = GameObject.Find("Tooltip"))
     {
         tooltip.GetComponent <Tooltip>().HideTooltip();
     }
 }
Пример #5
0
    private void Start()
    {
        if (PhotonNetwork.IsMasterClient)
        {
            _ingredientPrefab = IngredientGenerator.GetInstance().GetRandomIngredient();

            if (IsInstantiateAll)
            {
                GenerateIngredientsAll();
            }
            else
            {
                GenerateIngredientAsync();
            }
        }
    }
Пример #6
0
    private void OnLevelWasLoaded(int level)
    {
        if (PersistenceScript.instance == transform.parent.GetComponent <PersistenceScript>())
        {
            // Grab all of our components
            generator = GameObject.FindGameObjectWithTag("IngredientGenerator").GetComponent <IngredientGenerator>();
            handler   = GetComponent <SaveFileHandler>();
            player    = GetComponent <PlayerDataManager>();
            if (tooltip = GameObject.Find("Tooltip"))
            {
                tooltip.GetComponent <Tooltip>().HideTooltip();
            }

            player.RefreshInventory();
        }
    }
    private void Awake()
    {
        if (!PhotonNetwork.IsMasterClient && PhotonNetwork.IsConnected)
        {
            this.enabled = false;
        }
        else
        {
            // Check and Set Singleton Object
            if (_instance != null)
            {
                Debug.Log("IngredientGenerator : IngredientGenerator has Duplicated, Delete Another One");
                gameObject.SetActive(false);
            }

            _instance = this;
            _ingredientPrefabListCache = IngredientPrefabList.ToArray();
        }
    }