Наследование: MonoBehaviour
Пример #1
0
	// Use this for initialization
	void Start () {

        Controller = GetComponent<PlayerController>();

        inventory = GetComponent<InventoryUI>();

        Anim = GetComponent<Animator>();
	
	}
Пример #2
0
	void Awake()
	{
		_instance = this;
		InventoryManager._instance.OnInventoryChange += this.OnInventoryChange;

		clearupButton = transform.Find("ButtonClearup").GetComponent<UIButton>();
		inventoryLabel = transform.Find("InventoryLabel").GetComponent<UILabel>();

		EventDelegate ed = new EventDelegate(this,"OnClearup");
		clearupButton.onClick.Add(ed);
	}
Пример #3
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    private int count;//记录背包中的物品数目

    void Awake()
    {
        _instance = this;
        arrangeBtn = transform.Find("ArrangeButton").GetComponent<UIButton>();
        numLabel = transform.Find("numberLabel").GetComponent<UILabel>();

        //委托事件的注册
        InventoryManager._instance.OnInventoryChange += this.OnInventoryChange;
        EventDelegate ed2 = new EventDelegate(this, "On_knapSpack_arrange_Click");
        arrangeBtn.onClick.Add(ed2);
    }
Пример #4
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    void Start () {
        //Dependency "Player"
        player = GameObject.FindGameObjectWithTag("Player");
        playerInteract = GameObject.FindGameObjectWithTag("PLAYER_interact");
        plController = player.GetComponent<PlayerController>();
        plInteraction = playerInteract.GetComponent<Interaction>();
        //Dependency "Inventory"
        sprite_inventory = GameObject.FindGameObjectWithTag("GLOBAL_inventoryUI");
        inventoryUI = sprite_inventory.GetComponent<InventoryUI>();

        obj_camera = GameObject.FindGameObjectWithTag("GLOBAL_camera");
        camMov = obj_camera.GetComponent<CameraControl>();
	}
Пример #5
0
 // Use this for initialization
 void Awake()
 {
     Instance = this;
 }
Пример #6
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 void Start()
 {
     invenPannel = transform.parent.GetComponent <InventoryUI>();
     btn         = GetComponent <Button>();
     btn.onClick.AddListener(OnClick);
 }
Пример #7
0
        public override void OnInspectorGUI()
        {
            serializedObject.Update();

            //if(!slotsHeader && !shaderFold && !toggleFold && !invFold) EditorGUILayout.HelpBox("Click on a header to open the configurations!", MessageType.Info);
            //EditorGUILayout.Knob(new Vector2(50, 50), 1, 0, 3, "m", Color.red, Color.green, true);
            slotsHeader = EditorGUILayout.Foldout(slotsHeader, "Slots Configuration", true, EditorStyles.foldoutHeader);

            if (slotsHeader)
            {
                EditorGUILayout.Separator();

                autoGenerateUI.boolValue = EditorGUILayout.Toggle(new GUIContent("Automatically generate slots"), autoGenerateUI.boolValue);

                if (autoGenerateUI.boolValue)
                {
                    EditorGUILayout.HelpBox(new GUIContent("Parent transform for automaticaly genarated slots"));
                    EditorGUILayout.ObjectField(generatedUIParentProp, new GUIContent("Parent transform"));
                    EditorGUILayout.HelpBox(new GUIContent("Prefab of the slot to be instatiated"));
                    EditorGUILayout.ObjectField(slotPrefabProp, new GUIContent("Slot prefab"));
                }

                EditorGUILayout.Separator();

                EditorGUILayout.ObjectField(canvasProp, new GUIContent("Canvas where the inventory is"));

                EditorGUILayout.HelpBox(new GUIContent("The Rect in witch the item wont be dropped when stop draging the item"));
                EditorGUILayout.ObjectField(DontDropItemRectProp, new GUIContent("InventoryRect"));

                EditorGUILayout.Separator();
                EditorGUILayout.PropertyField(useOnClickProp, new GUIContent("Use item on click"));
                EditorGUILayout.PropertyField(ShowAmountProp, new GUIContent("Show Amount in slots"));
                EditorGUILayout.Separator();

                slotsFold = EditorGUILayout.Foldout(slotsFold, new GUIContent("Slots GameObjects"), true);

                if (slotsFold)
                {
                    EditorGUI.indentLevel++;
                    slotsProp.arraySize = EditorGUILayout.IntField("Size", slotsProp.arraySize);

                    if (GUILayout.Button("Add seleted GameObgects to the list"))
                    {
                        Transform[] go = Selection.transforms;

                        for (int i = 0; i < go.Length; i++)
                        {
                            if (slotsProp.GetArrayElementAtIndex(i).objectReferenceValue != null)
                            {
                                continue;
                            }
                            slotsProp.GetArrayElementAtIndex(i).objectReferenceValue = go[i].gameObject;
                        }
                    }

                    for (int i = 0; i < slotsProp.arraySize; i++)
                    {
                        EditorGUILayout.ObjectField(slotsProp.GetArrayElementAtIndex(i), new GUIContent("Slot " + i.ToString()));
                    }
                    EditorGUI.indentLevel--;
                }

                EditorGUILayout.Separator();
                EditorGUILayout.HelpBox(new GUIContent("The GameObject that represents a dragged item. We recomend using the default one (DragSlot prefab in UniversalInventorySystem/Prefabs/DragSlot)"));
                EditorGUILayout.ObjectField(dragObjProp, new GUIContent("Drag Object"));
                EditorGUILayout.PropertyField(serializedObject.FindProperty("hideDragObj"), new GUIContent("Hide drag object"));
            }

            EditorGUILayout.Separator();

            shaderFold = EditorGUILayout.Foldout(shaderFold, "Shader Configuration", true, EditorStyles.foldoutHeader);

            if (shaderFold)
            {
                EditorGUILayout.HelpBox(new GUIContent("This is the color of the outline generated when draging a object (if the object provided has the inventory material)"));
                outlineColorProp.colorValue = EditorGUILayout.ColorField(new GUIContent("Outline color"), outlineColorProp.colorValue);

                outlineSizeProp.floatValue = EditorGUILayout.Slider(new GUIContent("Outline Size"), outlineSizeProp.floatValue, 0, 10);
            }

            EditorGUILayout.Separator();

            toggleFold = EditorGUILayout.Foldout(toggleFold, "Toggle Inventory Configuration", true, EditorStyles.foldoutHeader);

            if (toggleFold)
            {
                hideInventoryProp.boolValue = EditorGUILayout.Toggle(new GUIContent("Toggle inventory by Keyboard"), hideInventoryProp.boolValue);

                if (hideInventoryProp.boolValue)
                {
                    InventoryUI invUI = (InventoryUI)target;

                    invUI.toggleKey = (KeyCode)EditorGUILayout.EnumPopup("Toggle key", invUI.toggleKey);

                    EditorGUILayout.ObjectField(togglableObjectProp, new GUIContent("Togglable Object"));
                }
            }

            EditorGUILayout.Separator();

            invFold = EditorGUILayout.Foldout(invFold, "Inventory Configuration", true, EditorStyles.foldoutHeader);

            if (invFold)
            {
                EditorGUILayout.PropertyField(invProp);
            }

            EditorGUILayout.Separator();

            craftFold = EditorGUILayout.Foldout(craftFold, "Crafting Configuration", true, EditorStyles.foldoutHeader);

            if (craftFold)
            {
                /*isCraftInventoryProp = serializedObject.FindProperty("isCraftInventory");
                 * gridSizeProp = serializedObject.FindProperty("gridSize");
                 * allowsPatternCraftingProp = serializedObject.FindProperty("allowsPatternCrafting");
                 * productSlotsProp = serializedObject.FindProperty("productSlots");*/

                EditorGUILayout.PropertyField(isCraftInventoryProp, new GUIContent("Is this a crafting inventory"));

                if (isCraftInventoryProp.boolValue)
                {
                    EditorGUILayout.PropertyField(gridSizeProp, new GUIContent("Crafting grid size"));
                    EditorGUILayout.PropertyField(allowsPatternCraftingProp, new GUIContent("Allows pattern crafting"));
                    EditorGUILayout.PropertyField(productSlotsProp, new GUIContent("Product slots indexes"));

                    EditorGUILayout.Separator();

                    if (hideInventoryProp.boolValue)
                    {
                        dropOnCloseCraftingProp.boolValue = EditorGUILayout.Toggle("Drop items on close", dropOnCloseCraftingProp.boolValue);
                        if (dropOnCloseCraftingProp.boolValue)
                        {
                            dropPosProp.vector3Value      = EditorGUILayout.Vector3Field("Drop position", dropPosProp.vector3Value);
                            randomFactorProp.vector3Value = EditorGUILayout.Vector3Field("Ramdom factor", randomFactorProp.vector3Value);
                        }
                    }
                }
            }

            if (!slotsHeader && !shaderFold && !toggleFold && !invFold && !craftFold)
            {
                EditorGUILayout.HelpBox("Click on a header to open the configurations!", MessageType.Info);
            }

            serializedObject.ApplyModifiedProperties();
        }
Пример #8
0
 void Awake()
 {
     InventoryCaneva = GameObject.FindGameObjectWithTag("Inventory").GetComponent <InventoryUI>();
     _money          = 0;
     Items           = new Item[InventorySpace];
 }
Пример #9
0
 private void Start()
 {
     GM = GetComponent <GameManager>();
     EM = GetComponent <EmailManager>();
     inventoryScreensUI = inventoryPanelUI.GetComponent <InventoryUI>();
 }
Пример #10
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 void Start()
 {
     inventoryUI   = InventoryUI.instance;
     handSlot      = HandSlot.instance;
     status_script = this.GetComponent <player_status>();
 }
Пример #11
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	// Use this for initialization
	void Start () {
        rigidbody = gameObject.GetComponent<Rigidbody>();
        inventory = GameObject.Find("InventoryUI").GetComponent<InventoryUI>();
        animationController = gameObject.GetComponent<playerAnimationController>();
        uiModel = GameObject.Find("UiCamera").GetComponent<InventoryModelUI>();
    }
Пример #12
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 public void Initialize(IItem item)
 {
     _itemInSlot  = item;
     _inventoryUi = InventoryUI.Instance;
     GetComponent <Image>().sprite = _itemInSlot.Icon;
 }
Пример #13
0
 private void Start()
 {
     // Instantiates
     inventoryUI = InventoryUI.instance;
     displayName.SetText("");
 }
Пример #14
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 // Use this for initialization
 void Start()
 {
     inventory   = FindObjectOfType <Inventory> ();
     inventoryUI = FindObjectOfType <InventoryUI> ();
 }
Пример #15
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 private void Start()
 {
     inventoryUI = GetComponent <InventoryUI>();
 }
Пример #16
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    // Use this for initialization
    void Start()
    {
        // Initializing information about what is in inventory
        inventory = new GameObject[INVENTORY_SIZE];
        for (int i = 0; i < inventory.Length; i++) {
            inventory[i] = null;
        }

        // Initializing information about how many items are in each
        itemAmount = new int[INVENTORY_SIZE];
        for (int i = 0; i < inventory.Length; i++) {
            itemAmount[i] = 0;
        }

        codes = new KeyCode[] {KeyCode.Alpha1, KeyCode.Alpha2, KeyCode.Alpha3, KeyCode.Alpha4
            , KeyCode.Alpha5, KeyCode.Alpha6, KeyCode.Alpha7, KeyCode.Alpha8, KeyCode.Alpha9};

        placeTime = Time.time;
        inventoryUI = GameObject.Find ("Inventory").GetComponent<InventoryUI>();
        tileParent = GameObject.Find ("Ground");
    }
Пример #17
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 void Awake()
 {
     abilitySprite = emptyBox;
     inventoryUI   = FindObjectOfType <InventoryUI>();
 }
Пример #18
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 void OnEnable()
 {
     characterMovement = GetComponent <CharacterMovement>();
     animator          = GetComponentInChildren <Animator>();
     inventoryUI       = GetComponent <InventoryUI>();
 }
Пример #19
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 void Awake()
 {
     seedSprite  = emptyBerry;
     clockSprite = emptyClock;
     inventoryUI = FindObjectOfType <InventoryUI>();
 }
Пример #20
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 void Awake()
 {
     InventoryCaneva = GameObject.FindGameObjectWithTag("Inventory").GetComponent<InventoryUI>();
     _money = 0;
     Items = new Item[InventorySpace];
 }
Пример #21
0
 void Awake()
 {
     inventoryUI = FindObjectOfType <InventoryUI>();
 }
Пример #22
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 private void Start()
 {
     hudManager   = HudManager.Singleton;
     inventoryUI  = HudManager.Singleton.inventoryUI;
     playerCenter = GameManager.Singleton.Player.centerTransform;
 }
Пример #23
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    CurrencySO currency;// Current item in the slot

    private void Start()
    {
        invUI = FindObjectOfType <InventoryUI>();
    }
Пример #24
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    public void ButtonSettings()
    {
        if (PauseMenuUI.activeSelf == false)
        {
            PauseMenuUI.SetActive(true);
            settingsOutline.SetActive(true);
            vjMove.SetActive(false);
            viFight.SetActive(false);
            bInteractA.SetActive(false);
            bGatherB.SetActive(false);
            bHide.SetActive(false);
            SetTools(false);
            bMainWeapon.SetActive(false);
            bSwap.SetActive(false);
            SetQuickAccessSlots(false);
            bInventory.SetActive(false);

            if (isInventoryOpen == true)
            {
                InventoryUI.SetActive(false);
            }
            if (isChestOpen == true)
            {
                ChestUI.SetActive(false);
            }
            if (isBuildModeOn == true || isRemoveModeOn == true)
            {
                bCancel.SetActive(false);
                bRotate.SetActive(false);
                stateText.SetActive(false);
            }

            Time.timeScale = 0f;
        }
        else
        {
            settingsOutline.SetActive(false);
            Time.timeScale = 1f;

            PauseMenuUI.SetActive(false);

            vjMove.SetActive(true);
            bGatherB.SetActive(true);
            bHide.SetActive(true);

            // Check if we was in remove mode
            if (isRemoveModeOn == false)
            {
                bInventory.SetActive(true);
                bInteractA.SetActive(true);
            }

            // Check if we was on Items and the tool bar wasn't hidden, also if we wasn't in build or remove mode
            if (isQuickAccessSlotsSwapped == true && isShown != false && isBuildModeOn != true && isRemoveModeOn != true)
            {
                SetTools(true);
                bMainWeapon.SetActive(true);
                bSwap.SetActive(true);
            }
            // Check if we was on QASlots and the tool bar wasn't hidden, also if we wasn't in build or remove mode
            else if (isQuickAccessSlotsSwapped == false && isShown != false && isBuildModeOn != true && isRemoveModeOn != true)
            {
                SetQuickAccessSlots(true);
                bMainWeapon.SetActive(true);
                bSwap.SetActive(true);
            }

            // Check if inventory was open
            if (isInventoryOpen == true)
            {
                InventoryUI.SetActive(true);

                viFight.SetActive(false);
                bInteractA.SetActive(false);
                bGatherB.SetActive(false);
            }

            // Check if we was in build or remove mode
            if (isBuildModeOn == true || isRemoveModeOn == true)
            {
                bCancel.SetActive(true);
                bRotate.SetActive(true);
                stateText.SetActive(true);
            }

            // Check if tools for build mode was hidden
            if (isShownBuildTools == false)
            {
                bCancel.SetActive(false);
                bRotate.SetActive(false);
            }

            // Check if we wasn't in build or remove mode and inventory closed to show Visual Icon for Fight mode
            if (isBuildModeOn == false && isRemoveModeOn == false && isInventoryOpen != true)
            {
                viFight.SetActive(true);
            }
        }
    }
Пример #25
0
 void  Awake()
 {
     InvUI = FindObjectOfType(typeof(InventoryUI)) as InventoryUI;         //Get the Inventory UI object/script.
     ItemInfo.gameObject.SetActive(false);
 }
Пример #26
0
    void Start()
    {
        inventoryUI = FindObjectOfType <InventoryUI>();
        inventory   = FindObjectOfType <Inventory>();



        if (PlayerPrefs.GetInt("SchwertComplete") == 1)
        {
            inventory.items.Add(completeSword);
        }
        if (PlayerPrefs.GetInt("SchwertComplete") == 0)
        {
            if (PlayerPrefs.GetInt("Gem") == 1)
            {
                inventory.items.Add(gem);
            }
            if (PlayerPrefs.GetInt("Schwert") == 1)
            {
                inventory.items.Add(sword);
            }
        }


        if (PlayerPrefs.GetInt("GimmeBoiComplete") == 1)
        {
            inventory.items.Add(completeGimmeBoi);
        }
        if (PlayerPrefs.GetInt("GimmeBoiComplete") == 0)
        {
            if (PlayerPrefs.GetInt("Batterie") == 1)
            {
                inventory.items.Add(batterie);
            }
            if (PlayerPrefs.GetInt("GimmeBoi") == 1)
            {
                inventory.items.Add(gimmeBoi);
            }
        }


        if (PlayerPrefs.GetInt("BesenComplete") == 1)
        {
            inventory.items.Add(completeBroom);
        }
        if (PlayerPrefs.GetInt("BesenComplete") == 0)
        {
            if (PlayerPrefs.GetInt("Besen") == 1)
            {
                inventory.items.Add(broom);
            }
            if (PlayerPrefs.GetInt("Kleiderbugel") == 1)
            {
                inventory.items.Add(hanger);
            }
        }


        if (PlayerPrefs.GetInt("FeuerautoComplete") == 1)
        {
            inventory.items.Add(completeFiretruck);
        }
        if (PlayerPrefs.GetInt("FeuerautoComplete") == 0)
        {
            if (PlayerPrefs.GetInt("Feuerauto") == 1)
            {
                inventory.items.Add(fireTruck);
            }
            if (PlayerPrefs.GetInt("Reifen") == 1)
            {
                inventory.items.Add(tire);
            }
        }

        if (PlayerPrefs.GetInt("Teddy") == 1)
        {
            inventory.items.Add(teddy);
        }
        if (PlayerPrefs.GetInt("Teddy") == 0)
        {
            if (PlayerPrefs.GetInt("Cookie") == 1)
            {
                inventory.items.Add(cookie);
            }
        }

        if (PlayerPrefs.GetInt("Key") == 1)
        {
            inventory.items.Add(key);
        }
        if (PlayerPrefs.GetInt("ActionFigure") == 1)
        {
            inventory.items.Add(actionFigure);
        }

        inventoryUI.UpdateUI();
    }
Пример #27
0
 public PlayerInventory(InventoryUI inventoryUI)
 {
     this.inventoryUI = inventoryUI;
     StartItems();
 }
 public void Awake()
 {
     inventoryUI = GameObject.Find("Canvas/Game/InventoryUI").GetComponent <InventoryUI>();
 }
 private void Start()
 {
     m_UI     = GetComponentInParent <InventoryUI>();
     m_button = GetComponentInChildren <Button>();
 }
Пример #30
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    //public InventoryItem it;

    void Awake()
    {
        _instance = this;
        InventoryManager._instance.OnInventoryChange += this.OnInventoryChange;
    }
Пример #31
0
 private void NavigateGUI(int direction, InventoryUI GUI)
 {
     GUI.Navigate(direction);
 }
Пример #32
0
 void Awake()
 {
     inventoryUi = GetComponentInParent <InventoryUI>();
 }
Пример #33
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 private void Awake()
 {
     instance = this;
 }
Пример #34
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 public void SetManager(InventoryUI manager)
 {
     this.manager = manager;
 }
Пример #35
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 // Start is called before the first frame update
 void Start()
 {
     inventory = GameObject.FindGameObjectWithTag("Submarine").GetComponent <InventoryUI>();
 }
Пример #36
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 private void Awake()
 {
     instance = this;
     ui       = GetComponentInChildren <InventoryUI>();
     statsUI  = GetComponentInChildren <CharacterStatsUI>();
 }
 public InventoryItemSelectedEventArgs(InventoryUI inventoryUI, Attachable item)
 {
     InventoryUI = inventoryUI;
     Item = item;
 }
Пример #38
0
 void Awake()
 {
     instance = this;
 }