// Use this for initialization protected virtual void Start() { audioPlayed = false; rayLine = this.gameObject.GetComponent <LineRenderer>(); //attach linerenderer to field rayLine.enabled = false; //turn off line draying by default //set inital interaction mode interactMode = InteractMode.Grab; //grab by default //set inital line colour rayLine.startColor = Color.white; rayLine.endColor = Color.white; //set fields for this specific hand grabbing = false; sliding = false; raising = false; //change interaction mode to raycast for main menu if (SceneManager.GetActiveScene() == SceneManager.GetSceneByBuildIndex(0)) //scene 0 should be main menu { //set mode to raycast- things are far away and we cant touch them interactMode = InteractMode.Raycast; } }
void Start() { im = GlobalVars.interact_mode; rm = GlobalVars.room_manager; dia = GlobalVars.description_ui; dm = GlobalVars.dialogue_manager; }
void Start() { im = GlobalVars.interact_mode; aui = GlobalVars.action_text_ui; cui = GlobalVars.cursor_ui; inv = GlobalVars.inventory; }
void Start() { mat = renderer.material; db = GlobalVars.database; im = GlobalVars.interact_mode; di = GlobalVars.dialogue_box; inv = GlobalVars.inventory; }
public void SetInteractMode(InteractMode newMode) { interactMode = newMode; if (newMode == InteractMode.Combat) { GetComponent <CombatComponent>()?.SetIsEngaged(true); } else { GetComponent <CombatComponent>()?.SetIsEngaged(false); } }
void Start() { im = GlobalVars.interact_mode; if(im == null) this.enabled = false; int BoxWidth = Screen.width / 18; Box = new Rect(Screen.width - BoxWidth * 2, Screen.height - BoxWidth * 1.5f, BoxWidth, BoxWidth); int IconWidth = Screen.width / 22; int dif = (BoxWidth - IconWidth) / 2; Icon = new Rect(Box.x + dif, Box.y + dif, IconWidth, IconWidth); }
public object Convert(object value, Type targetType, object parameter, CultureInfo culture) { return(false); InteractMode m = (InteractMode)value; if (m.ToString().Equals((string)parameter)) { return(true); } return(false); }
public void enterHammerMode() { //techincally toggle hammerMode if (mode == InteractMode.HAMMER) { exitHammerMode(); } else { mode = InteractMode.HAMMER; hammer.SetActive(true); nextPiece.gameObject.SetActive(false); } }
void Start() { im = GlobalVars.interact_mode; Screen.showCursor = false; cursor_index = 0; cursorTextures = new Texture2D[CURSOR_COUNT]; string base_path = "textures/GUI/cursor/"; cursorTextures[0] = (Texture2D)Resources.Load(base_path + "blank"); cursorTextures[1] = (Texture2D)Resources.Load(base_path + "identify"); cursorTextures[2] = (Texture2D)Resources.Load(base_path + "use"); cursorTextures[3] = (Texture2D)Resources.Load(base_path + "talk"); }
void Start() { im = GlobalVars.interact_mode; rm = GlobalVars.room_manager; dia = GlobalVars.dialogue_box; /* GameObject camera = GameObject.Find ("Main Camera"); if(camera) di = camera.GetComponent<DrawInventory>(); else di = null; */ }
public void enterBombMode() { //techincally toggle hammerMode if (mode == InteractMode.BOMB) { exitBombMode(); } else { mode = InteractMode.BOMB; bomb.SetActive(true); nextPiece.gameObject.SetActive(false); } }
// Start is called before the first frame update void Start() { currMode = InteractMode.NONE; EventManager.StartListening("LEFT", HandleLeft); EventManager.StartListening("RIGHT", HandleRight); EventManager.StartListening("SPACE", HandleJump); EventManager.StartListening("UP", HandleClimbUp); EventManager.StartListening("DOWN", HandleClimbDown); EventManager.StartListening("E_down", HandleInteract); EventManager.StartListening("SPACE_down", UseInteractable); EventManager.StartListening("ITEM_ACCEPTED", ItemAccepted); cc = GetComponent <CharacterController>(); }
private void CheckInteractMode() { if (trig == null) { curInteractMode = InteractMode.neutral; } else { if (trig.tag == "Bar") { curInteractMode = InteractMode.pickUp; } else if (trig.tag == "Customer" && foodInHand != null) { curInteractMode = InteractMode.putDown; } else { curInteractMode = InteractMode.neutral; } } }
public InteractModeController( ILogger <InteractModeController> logger, IHttpContextAccessor httpContextAccessor, InteractMode MyInteractMode ) { _logger = logger; _questions = MyInteractMode; _httpContextAccessor = httpContextAccessor; ClaimsPrincipal currentUser = this.User; _user = (from c in _httpContextAccessor.HttpContext.User.Claims where c.Type == "UserID" select c.Value).FirstOrDefault() ; }
public void Start() { im = GlobalVars.interact_mode; dm = GlobalVars.dialogue_manager; cui = GlobalVars.cursor_ui; dui = GlobalVars.description_ui; aui = GlobalVars.action_text_ui; if(GlobalVars.database == null || dm == null || im == null || GlobalVars.database == null) this.enabled = false; // dont run script if we are missing dependacies else myData = GlobalVars.database.GetCharacter(CharacterId); MouseOver = false; }
void OnTriggerExit(Collider col) { if (col.tag == "Ladder") { canClimb = false; } if (col.tag == "Pickup") { pickup = null; currMode = InteractMode.NONE; } if (col.tag == "Station") { station = null; currMode = InteractMode.NONE; } }
public void OnWindowStateChanged(object sender, EventArgs e) { InteractMode state = (InteractMode)sender; switch (state) { case InteractMode.MoveParty: r.MouseDown += rectangle_MouseDown; r.MouseMove += rectangle_MouseMove; r.MouseUp += rectangle_MouseUp; break; case InteractMode.RevealMode: case InteractMode.MoveMapMode: r.MouseDown -= rectangle_MouseDown; r.MouseMove -= rectangle_MouseMove; r.MouseUp -= rectangle_MouseUp; break; } }
void OnTriggerStay(Collider col) { if (col.tag == "Ladder") { canClimb = true; } //if (col.gameObject.layer == 9 && interactable == null) //{ // interactable = col.gameObject; //} if (col.tag == "Pickup") { pickup = col.gameObject; currMode = InteractMode.PICKUP; } else if (col.tag == "Station") { station = col.gameObject; currMode = InteractMode.STATION; } }
public void OnWindowStateChanged(object sender, EventArgs e) { InteractMode state = (InteractMode )sender; switch (state) { case InteractMode.RevealMode: case InteractMode.MoveParty: this.MouseWheel -= child_MouseWheel; this.MouseLeftButtonDown -= child_MouseLeftButtonDown; this.MouseLeftButtonUp -= child_MouseLeftButtonUp; this.MouseMove -= child_MouseMove; this.PreviewMouseRightButtonDown -= new MouseButtonEventHandler(child_PreviewMouseRightButtonDown); break; case InteractMode.MoveMapMode: this.MouseWheel += child_MouseWheel; this.MouseLeftButtonDown += child_MouseLeftButtonDown; this.MouseLeftButtonUp += child_MouseLeftButtonUp; this.MouseMove += child_MouseMove; this.PreviewMouseRightButtonDown += new MouseButtonEventHandler(child_PreviewMouseRightButtonDown); break; } }
public void gameOver(int status) { // if status == 1 then it's a win // TODO: we should change the game over dialog to be win or lose based on result bool aWin = false; if (status == 0) { aWin = checkForWin(); } if (UIDisplayComponent) { mode = InteractMode.GAMEOVER; if (status == 1 || aWin) { UIDisplayComponent.showGameOver(true); } else { UIDisplayComponent.showGameOver(false); } } }
// Update is called once per frame protected virtual void Update() { TrackMovement(); Trigger(); GripButton(); SelectButton(); //draw ray if we are in raycast mode if (interactMode == InteractMode.Raycast) { DrawLine(); } //update highlight around interactables UpdateHighlight(); if (SceneManager.GetActiveScene() != SceneManager.GetSceneByBuildIndex(0)) //scene 0 should be main menu { if (GameManager.Instance.isDead == true) { interactMode = InteractMode.Raycast; } } }
public void Start() { im = GlobalVars.interact_mode; dm = GameObject.Find ("Main Camera").GetComponent<DialogueManager>(); }
// Start is called before the first frame update void Awake() { instance = this; _currentMode = defaultMode; }
void Start() { im = GlobalVars.interact_mode; MoveSpeed = 0.125f; }
public void ChangeStormMode(InteractMode mode) { CurrentInteractMode = mode; }
void Start() { inv = GlobalVars.inventory; db = GlobalVars.database; im = GlobalVars.interact_mode; ps = GlobalVars.plot_system; BoxWidth = Screen.width / 18; Box = new Rect(Screen.width - BoxWidth * 2, Screen.height - BoxWidth * 2, BoxWidth, BoxWidth); int IconWidth = Screen.width / 22; int dif = (BoxWidth - IconWidth) / 2; Icon = new Rect(Box.x + dif, Box.y + dif, IconWidth, IconWidth); Icon50 = new Rect(0, 0, 60, 60); // Create a default rectangle of 50x50 pixels, simply specify later where to locate it Icon45 = new Rect(0, 0, 45, 30); //Create a default rectangle of 45x30 pixels IconInventoryScalable = new Rect(0, 0, (Screen.width / 14), (Screen.width / 14)); //create an inventory box of scalable size depending on resolution LabelInventoryScalable = new Rect(0, 0, Screen.width / 14, Screen.width / 48); //create an inventory label of scalable size depending on resolution MenuButton = new Rect(0, 0, 200, 50); //Create a default menu button size InventoryBackground = new Rect(Screen.width / 10, Screen.height / 10, Screen.width - (Screen.width / 10)*2, Screen.height - (Screen.height / 10)*2); BookBackground = new Rect(Screen.width / 10, Screen.height / 10, Screen.width - ((Screen.width / 10) * 2), Screen.height - ((Screen.height / 10) * 2)); BookTexture = (Texture2D)Resources.Load("textures/GUI/icons/open_bookfin2"); Book.stretchHeight = true; Book.stretchWidth = true; Inventoryicon = (Texture2D)Resources.Load ("textures/GUI/icons/inventory"); ps.ChangePlotStatus(PlotPointer.FirstFreeRoam); }
public void exitHammerMode() { mode = InteractMode.NORMAL; hammer.SetActive(false); nextPiece.gameObject.SetActive(true); }
void Start() { db = GlobalVars.database; if(db == null) // no database, means script cant do shit this.enabled = false; else { myObjectData = db.GetObject(object_id); if(myObjectData == null) this.enabled = false; } im = GlobalVars.interact_mode; aui = GlobalVars.action_text_ui; di = GlobalVars.description_ui; inv = GlobalVars.inventory; cui = GlobalVars.cursor_ui; MouseOver = false; }
private void ChangeMode(InteractMode mode) { _currentMode.enabled = (false); _currentMode = mode; _currentMode.enabled = true; }
public void ChangeInteractMode(InteractMode mode) { CurrentInteractMode = mode; //Debug.Log(mode); // add using UnityEngine if uncommented. }
public void Start() { dui = GlobalVars.dialogue_ui; inv = GlobalVars.inventory; db = GlobalVars.database; im = GlobalVars.interact_mode; ps = GlobalVars.plot_system; fui = gameObject.GetComponent<FailUI>(); }
public override void Tick(float deltaTime) { for (int i = 0; i < filters.Length; i++) { // cache variables Filter filter = filters[i]; InventoryComponent invComp = filter.inventoryComponent; InputComponent inputComp = filter.inputComponent; InteractorComponent interactorComp = filter.interactorComponent; MovementComponent movComp = filter.movementComponent; // ----- logic ----- CheckDistanceToInteractable(filter); FindVisibleTargets(); // no longer used--------------------------- InteractMode previous = interactorComp.interactMode; if (inputComp.GetKeyDown(KeyCode.Alpha1)) { // move set none if previous was new to SetInteractMode interactorComp.SetInteractMode(InteractMode.PlacingPlanks); if (previous == InteractMode.PlacingPlanks) { interactorComp.SetInteractMode(InteractMode.None); } } else if (inputComp.GetKeyDown(KeyCode.Alpha2)) { interactorComp.SetInteractMode(InteractMode.Combat); if (previous == InteractMode.Combat) { interactorComp.SetInteractMode(InteractMode.None); } } //-------------------------------------------------- if (inputComp.GetKeyDown(KeyCode.E) || inputComp.GetButtonDown("Fire1")) { //AttemptWorldInteract(interactorComp, player.inventoryComponent, inputComp.worldInteractMask); //interactorComp.SetInteractMode(InteractMode.Object); } else if (inputComp.GetKeyDown(KeyCode.Escape)) { interactorComp.interactMode = InteractMode.None; CartComponent tc = (CartComponent)interactorComp.currentInteractable; if (tc) { tc.isTraveling = true; } } if (Vector3.Distance(filter.gameObject.transform.position, transportableComponent.transform.position) < 6f || Vector3.Distance(filter.gameObject.transform.position, travelComponent.transform.position) < 6f && lightComponent.IsLightEnabled()) { goapSystem?.SetLightState(true); } else { goapSystem?.SetLightState(false); } if (Vector3.Distance(filter.gameObject.transform.position, transportableComponent.transform.position) < 3f) { if (inputComp.GetKeyDown(KeyCode.B) || inputComp.GetButtonDown("Fire3")) { //bookGO.SetActive(!bookGO.activeSelf); movComp.alive = false; } else { movComp.alive = true; } if (inputComp.GetKeyDown(KeyCode.M) || inputComp.GetButtonDown("Fire2")) { //mapGO.SetActive(!mapGO.activeSelf); } if (inputComp.GetKeyDown(KeyCode.E) || inputComp.GetButtonDown("Fire1")) { //if (invComp.treeResources > 0) //{ // //craftingSystem?.CraftPotion1(); // //craftGO.SetActive(!craftGO.activeSelf); //} } } else { /*toggleMapGO.SetActive(false); * toggleBookGO.SetActive(false); * craftGO.SetActive(false);*/ } isCombat = interactorComp.interactMode == InteractMode.Combat; actorLocation = interactorComp.gameObject.transform.position; if (interactorComp.interactMode == InteractMode.PlacingPlanks) { isPlacingPlanks = true; if (isPlacingPlanks) { // Don't LogWarning this unity I'm sure you have your reasons but I don't like them. } // TODO remaing at last possible location if impossible position plankPlaceLocation = inputComp.GetMouseHoverTransformPosition(inputComp.objectPlaceMask); plankPlaceLocation.y = 0f; //if (inputComp.GetMouseButtonDown(0)) //{ // PlacePlank(invComp); //} } else { isPlacingPlanks = false; if (inputComp.GetMouseButtonDown(0)) { inputComp.GetMouseWorldLocation(out RaycastHit hit); } } } if (Vector3.Distance(lightComponent.transform.position, transportableComponent.transform.position) < 7 && !lightComponent.IsLightEnabled()) //Magic number. Remove this { //lightComponent.currentFuel = lightComponent.maxFuel; } }
void Start() { rm = GlobalVars.room_manager; im = GlobalVars.interact_mode; aui = GlobalVars.action_text_ui; cui = GlobalVars.cursor_ui; MouseOver = false; }
public void exitBombMode() { mode = InteractMode.NORMAL; bomb.SetActive(false); nextPiece.gameObject.SetActive(true); }
void Start() { room_visible = true; dia = GlobalVars.description_ui; im = GlobalVars.interact_mode; PlayerTF = GlobalVars.player_transform; room_cams = new Camera[rooms.Length]; room_lis = new AudioListener[rooms.Length]; room_spawn_points = new Vector3[rooms.Length]; for(int i = 0; i < rooms.Length; i++) { Camera c = (Camera)(rooms[i].GetComponentInChildren<Camera>()); c.enabled = false; // turn off camera room_cams[i] = c; AudioListener al = (AudioListener)(rooms[i].GetComponentInChildren<AudioListener>()); al.enabled = false; room_lis[i] = al; room_spawn_points[i] = rooms[i].transform.Find("SPAWN_POINT").transform.position; } FullScreenRect = new Rect(0, 0, Screen.width, Screen.height); Col = Color.black; OverlayTexture = (Texture2D)Resources.Load ("textures/white"); EnterRoom (room_cur); }