public IEnumerator StageClearing() { isStartGame = false; isEndGame = true; HeroSystem.SaveHeros(Common.FindAlly()); MapSystem.MapClear(stageInfo.mapNumber, stageInfo.stageClearPoint); MissionSystem.AddClearPoint(MissionSystem.ClearType.StageClear); MissionSystem.AddClearPoint(MissionSystem.ClearType.TotalStageCount); MissionSystem.PointSave(); SaveSystem.AddUserCoin(stageInfo.stageCoin); stageInfo.stageExp = Common.GetUserExp(stageInfo.stageNumber); SaveSystem.ExpUp(stageInfo.stageExp); var getItems = GetStageItems(); for (var i = 0; i < getItems.Count; i++) { ItemSystem.SetObtainItem(getItems[i].id); } GoogleSignManager.SaveData(); UI_Manager.instance.OpenEndGamePanel(true); if (UnityEngine.Random.Range(0, 10) < 2) { GoogleAdMobManager.instance.OnBtnViewAdClicked(); } yield return(null); }
public void SetUp() { entityId = 0; inventory = new Inventory { Capacity = 10, Contents = new EntityReferenceList() }; position = new Position { MapCoordinate = new MapCoordinate("map", 0, 0) }; entity = new Entity(int.MaxValue, "TestEntity", new IEntityComponent[] { inventory, position }); entityEngine = Substitute.For <IEntityEngine>(); prototypeSystem = Substitute.For <IPrototypeSystem>(); scriptExecutor = Substitute.For <IScriptExecutor>(); messageSystem = Substitute.For <IMessageSystem>(); eventSystem = Substitute.For <IEventSystem>(); itemSystem = new ItemSystem(entityEngine, prototypeSystem, scriptExecutor, messageSystem, eventSystem); itemSystem.Initialise(); itemSystem.AddEntity(entity); }
public GameObject AllItems; //所有道具的父对象 private void Awake() { AllItemList = new List <ItemInBlank>(); ItemList = new List <ItemInBlank>(); Item组合记录表 = new List <Item组合>(); current = this; }
public override void Execute(NPC npc) { if (npc.IfInteracted()) { //print ("act"); string item = ItemSystem.GetCurrentItem(); if (item == "棋盘") { npc.ChangeState(new ItemState22()); } else if (item == "金币") { npc.ChangeState(new ItemState32()); } else { switch (厨师.counter) { case 1: npc.ChangeState(new TalkState11()); break; case 2: npc.ChangeState(new TalkState21()); break; case 3: npc.ChangeState(new TalkState31()); break; case 4: npc.ChangeState(new TalkState41()); break; case 5: npc.ChangeState(new TalkState51()); break; case 6: npc.ChangeState(new TalkState61()); break; } } } }
void OnMouseOver() { if (iname != "Nothing") { if (Input.GetMouseButtonUp(1)) { if (ItemSystem.current.is组合模式 && !ItemSystem.current.is当前组合(order)) { ItemSystem.current.组合(order); } else { SubtitleSystem.ShowSubtitle("拿" + iname + "干嘛呢~"); ItemSystem.ChangeCurrentItem(iname); ItemSystem.current.HideItemBlank(); } ItemSystem.current.隐藏组合框框(); } if (Input.GetMouseButtonUp(0)) { ItemSystem.current.隐藏组合框框(); ItemSystem.current.创造组合框框(transform.position, order); } } }
static IEnumerator DropItem() { yield return(new WaitForEndOfFrame()); ItemSystem.ChangeCurrentItem("Nothing"); yield return(0); }
IEnumerator CheckingAlert() { isCheckAlertOn = true; int amount = User.abilityCount; Item userAbilityScroll = ItemSystem.GetItem(8001); Debugging.Log(amount); var alertPanel = UI_Manager.instance.ShowNeedAlert(userAbilityScroll.image, string.Format("<color='yellow'>'{0}' <size='24'>x </size>{1}</color> {2}", ItemSystem.GetItemName(userAbilityScroll.id), amount, LocalizationManager.GetText("alertNeedMessage1"))); while (!alertPanel.GetComponentInChildren <UI_CheckButton>().isChecking) { yield return(new WaitForFixedUpdate()); } if (alertPanel.GetComponentInChildren <UI_CheckButton>().isResult) { UI_Manager.instance.ClosePopupAlertUI(); if (ItemSystem.GetUserScrollCount() >= amount) { if (!isSelectStart) { StartCoroutine(RandomSelectAbility(amount)); } } else { UI_Manager.instance.ShowAlert(UI_Manager.PopupAlertTYPE.scroll, amount); } } else { UI_Manager.instance.ClosePopupAlertUI(); } isCheckAlertOn = false; yield return(null); }
public override void Execute(Machine machine) { if (machine.IfInteracted() && ItemSystem.GetCurrentItem() == "剪刀") { machine.ChangeState(new ItemState()); } }
void SellItemProcessing() { if (SellAbleCheck(ref sellItemId)) { int value = ItemSystem.GetUserItemByCustomId(sellItemId).value; OnButtonEffectSound(); if (ItemSystem.UseItem(sellItemId, 1)) { SaveSystem.AddUserCoin(value); GoogleSignManager.SaveData(); UI_Manager.instance.ShowGetAlert("Items/coin", string.Format("<color='yellow'>{0}</color> {1}{2}", Common.GetThousandCommaText(value), LocalizationManager.GetText("Coin"), LocalizationManager.GetText("alertGetMessage1"))); if (callBackScript != null) { callBackScript.GetComponent <UI_Manager_InventoryTab>().RefreshUI(Common.OrderByType.NAME); } } else { Item item = ItemSystem.GetUserItemByCustomId(sellItemId); if (item != null) { UI_Manager.instance.ShowAlert(item.image, string.Format("<color='yellow'>{0}</color> {1} \r\n <color='grey'><size='20'>{2}</size></color>", ItemSystem.GetItemName(item.id), LocalizationManager.GetText("alertUnableSellMessage"), LocalizationManager.GetText("alertSellText"))); } } } else { Item item = ItemSystem.GetUserItemByCustomId(sellItemId); if (item != null) { UI_Manager.instance.ShowAlert(item.image, string.Format("<color='yellow'>{0}</color> {1} \r\n <color='grey'><size='20'>{2}</size></color>", ItemSystem.GetItemName(item.id), LocalizationManager.GetText("alertUnableSellMessage"), LocalizationManager.GetText("alertUnableSellMessage2"))); } } }
public bool AddItem(ItemSystem item) { if (item.Item.StackAmount == 1) { PlaceEmptyItem(item); Debug.Log(item.name + " added to inventory"); return(true); } else { foreach (GameObject slot in slots) { InventorySlot inventorySlot = slot.GetComponent <InventorySlot>(); if (!inventorySlot.IsSlotEmpty()) { if (inventorySlot.GetCurrentItem().Item == item.Item && inventorySlot.IsStackable()) { inventorySlot.AddItem(item); return(true); } } } if (emptySlots > 0) { PlaceEmptyItem(item); } } return(false); }
IEnumerator ShowGetItem() { yield return(new WaitForSeconds(1f)); List <Item> getItemsIdList = StageManagement.instance.GetStageItems(); if (getItemsIdList != null && getItemsIdList.Count > 0) { foreach (var item in getItemsIdList) { SoundManager.instance.EffectSourcePlay(AudioClipManager.instance.ui_pop); GameObject itemPrefab = Instantiate(GetItemSlotPrefab, GetItemInfoPanel.transform); itemPrefab.transform.GetChild(0).GetComponent <Image>().sprite = ItemSystem.GetItemClassImage(item.id); itemPrefab.transform.GetChild(0).GetChild(0).GetComponent <Image>().sprite = ItemSystem.GetItemImage(item.id); itemPrefab.transform.GetChild(0).GetChild(1).GetComponent <Image>().color = ItemColor.GetItemColor(item.itemClass); itemPrefab.transform.GetComponentInChildren <Text>().text = ItemSystem.GetItemName(item.id); if (itemPrefab.GetComponent <AiryUIAnimatedElement>() != null) { itemPrefab.GetComponent <AiryUIAnimatedElement>().ShowElement(); } yield return(new WaitForSeconds(0.2f)); } } else { yield return(null); } }
public void OnClickItemInfoShow(int itemid, Button button) { if (InformationPanel != null && EquipmentActionPanel != null) { if (selectedButton != null) { selectedButton.interactable = true; } selectedButton = button; selectedButton.interactable = false; Item item = ItemSystem.GetUserEquipmentItem(itemid); InformationPanel.transform.GetChild(0).GetComponent <Image>().enabled = true; InformationPanel.transform.GetChild(0).GetComponent <Image>().sprite = ItemSystem.GetItemImage(item.id); InformationPanel.transform.GetChild(0).GetComponent <Image>().gameObject.SetActive(true); InformationPanel.transform.GetComponentInChildren <Text>().enabled = true; InformationPanel.transform.GetComponentInChildren <Text>().text = string.Format("{0}({1})", ItemSystem.GetItemName(item.id), Enum.GetName(typeof(GachaSystem.GachaClass), (GachaSystem.GachaClass)item.itemClass - 1)); InformationPanel.transform.GetComponentInChildren <Text>().color = ItemColor.GetItemColor(item.itemClass); EquipmentActionPanel.SetActive(true); EquipmentActionPanel.transform.GetChild(0).GetComponent <Text>().text = ItemSystem.GetEquipmentItemDescription(item); EquipmentActionPanel.GetComponentInChildren <Button>().enabled = true; EquipmentActionPanel.GetComponentInChildren <Button>().GetComponentInChildren <Text>().text = LocalizationManager.GetText("equipmentItemEquipButton"); EquipmentActionPanel.GetComponentInChildren <Button>().onClick.RemoveAllListeners(); EquipmentActionPanel.GetComponentInChildren <Button>().onClick.AddListener(delegate { EquipmentEvent(item.customId); }); } }
/// <summary> /// 生成新游戏 /// </summary> /// <param name="user">用户名</param> /// <param name="controller">控制器</param> /// <param name="withItem">是否启用道具</param> /// <returns></returns> public TetrisGame NewGame(string user = "", IController controller = null, bool withItem = true) { var id = games.Count; ITetrisFactory factory; if (withItem) { factory = new CacheFactory(Square.Styles(styles), ran); (factory as TetrisItemFactory).GenSpecialBlock = true; } else { factory = new TetrisFactory(Square.Styles(styles), ran); } // use AdvancedGUI.Styles.WindowSizeGenerator to set the game size! shuo han int gameWidth = AdvancedGUI.Styles.WindowSizeGenerator.gameWidth; int gameHeight = AdvancedGUI.Styles.WindowSizeGenerator.gameHeight; var game = new TetrisGame(id, Square.Styles(styles), _engine, factory, gameWidth, gameHeight, Settings.Default.DefaultSpeed); game.SetController(controller); ItemSystem.Bind(game); ScoreSystem.Bind(game); AchievementSystem.Bind(game, user); games[id] = game; return(game); }
public override void Execute(NPC npc) { if (LogSystem.IfSpeakEnded()) { npc.ChangeState(new StandState()); ItemSystem.AddItem("小钥匙"); } }
public override void Execute(Machine machine) { if (machine.IfInteracted() && ItemSystem.GetCurrentItem() == "电闸零件") { EBrake.brakeIsOn = false; ++EBrake.counter; } }
void BuyItemProcessing() { switch (paymentType) { case PaymentType.Coin: if (Common.PaymentCheck(ref User.coin, paymentAmount)) { OnButtonEffectSound(); if (buyItemId > 9000) { ItemSystem.SetObtainMoney(buyItemId); } else { ItemSystem.SetObtainItem(buyItemId); } CallbackScriptRefresh(); Item id = ItemSystem.GetItem(buyItemId); GoogleSignManager.SaveData(); UI_Manager.instance.ShowGetAlert(id.image, string.Format("<color='yellow'>{0}</color> {1}", ItemSystem.GetItemName(id.id), LocalizationManager.GetText("alertGetMessage3"))); } else { UI_Manager.instance.ShowAlert(UI_Manager.PopupAlertTYPE.coin, paymentAmount); } break; case PaymentType.BlackCrystal: if (Common.PaymentCheck(ref User.blackCrystal, paymentAmount)) { OnButtonEffectSound(); if (buyItemId > 9000) { ItemSystem.SetObtainMoney(buyItemId); } else { ItemSystem.SetObtainItem(buyItemId); } CallbackScriptRefresh(); Item id = ItemSystem.GetItem(buyItemId); GoogleSignManager.SaveData(); UI_Manager.instance.ShowGetAlert(id.image, string.Format("<color='yellow'>{0}</color> {1}", ItemSystem.GetItemName(id.id), LocalizationManager.GetText("alertGetMessage3"))); } else { UI_Manager.instance.ShowAlert(UI_Manager.PopupAlertTYPE.blackCrystal, paymentAmount); } break; case PaymentType.Cash: OnButtonEffectSound(); IAPManager.instance.OnBtnPurchaseClicked(buyItemId); CallbackScriptRefresh(); Debugging.Log(buyItemId + " 현금거래 버튼 입니다. >> Cash : " + paymentAmount); break; } }
private void Awake() { instance = this; player = GameObject.Find("Player"); player.SetActive(false); itemSys = GameObject.Find("ItemUI").GetComponent <ItemSystem>(); goalDoor.AddComponent <StageStartSetting_GoalDoor>(); itemSys.CanUseItem(canUseItemList); }
public void Awake() { instance = this; for (int i = 0; i < itemList.Count; i++) { itemList[i].name = itemList[i].itemType.ToString(); } ItemUIObj_Reflash(true); }
void Awake() { return; this._mapSystem = new MapSystem(); this._characterSystem = new CharacterSystem(); this._itemSystem = new ItemSystem(); this._poolManager = PoolManager.Instance; }
// 单例的使用 private ControllerCenter() { renderSystem = new RendererSystem(); playerSystem = new PlayerSystem(); ActionSystem = new ActionSystem(); gameobjectSystem = new GameObjectSystem(); itemSystem = new ItemSystem(); skillitemSystem = new SkillItemSystem(); }
private void Start() { HeroSystem.LoadHero(); SkillSystem.LoadSkill(); AbilitySystem.LoadAbility(); ItemSystem.LoadItem(); MapSystem.LoadMap(); MissionSystem.LoadMission(); LocalizationManager.LoadLanguage(User.language); }
private void Update() { if (bi != null && bi.isActed()) { Fade.Disappear(gameObject); ItemSystem.AddItem(itemName); Destroy(bi); Destroy(GetComponent <BasicInteractive>()); } }
public static Sprite GetMissionImage(Mission mission) { Sprite sprite = Resources.Load <Sprite>("Mission/mission_" + mission.clearType); if (sprite != null) { return(sprite); } return(ItemSystem.GetItemNoneImage()); }
private void GenerateConsumable(GameObject tempItem) { tempItem.AddComponent <ItemSystem>(); ItemSystem consumable = tempItem.GetComponent <ItemSystem>(); randomchance = Random.Range(0, ItemDatabase.instance.ItemContainer.Consumables.Count); consumable.Item = ItemDatabase.instance.ItemContainer.Consumables[randomchance]; inventory.AddItem(consumable); Destroy(tempItem); }
private void GenerateArmour(GameObject tempItem) { tempItem.AddComponent <ItemSystem>(); ItemSystem armour = tempItem.GetComponent <ItemSystem>(); randomchance = Random.Range(0, ItemDatabase.instance.ItemContainer.Armour.Count); armour.Item = ItemDatabase.instance.ItemContainer.Armour[randomchance]; inventory.AddItem(armour); Destroy(tempItem); }
private void GenerateWeapon(GameObject tempItem) { tempItem.AddComponent <ItemSystem>(); ItemSystem weapon = tempItem.GetComponent <ItemSystem>(); randomchance = Random.Range(0, ItemDatabase.instance.ItemContainer.Weapons.Count); weapon.Item = ItemDatabase.instance.ItemContainer.Weapons[randomchance]; inventory.AddItem(weapon); Destroy(tempItem); }
public static Sprite GetSkillImage(int id) { Sprite sprite = Resources.Load <Sprite>(skills.Find(x => x.id == id || x.id.Equals(id)).image); if (sprite == null) { sprite = ItemSystem.GetItemNoneImage(); } return(sprite); }
void OnMouseOver() { if ((Input.GetMouseButtonDown(1) || Input.GetMouseButtonDown(0)) && ItemSystem.GetCurrentItem() == "电池") { ItemSystem.DeleteItem("电池"); EBrake.brakeIsOn = false; EBrake.isNotOver = true; ++EBrake.counter; } }
public static int GetHeroStatusSkillEnergy(ref HeroData data) { if (data.type == 0) { return(data.intelligent + AbilitySystem.GetAbilityStats(6) + ItemSystem.GetHeroEquipmentItemSkillEnergy(ref data)); } else { return(data.intelligent); } }
public void AddItem(ItemSystem item) { items.Push(item); if (items.Count > 1) { stackAmountText.text = items.Count.ToString(); } UpdateSprite(item.normalSprite, item.hoversprite); }
public EntityMaintenanceSystem(EffectSystem eSys, EntityManager eMan, EquipmentSystem eqSys, ExperienceSystem xSys, GearSystem gSys, ItemInventorySystem invSys, ItemSystem iSys, NameSystem nSys, PlayerSystem pSys, ProfessionSystem profSys, StatsSystem sSys, StatModifierSystem smSys) { effectSystem = eSys; entityManager = eMan; equipmentSystem = eqSys; experienceSystem = xSys; gearSystem = gSys; inventorySystem=invSys; itemSystem = iSys; nameSystem = nSys; playerSystem = pSys; professionSystem = profSys; statsSystem = sSys; modifierSystem = smSys; }
public ShopState(EntityMaintenanceSystem eMS, GearSystem gSys, StatModifierSystem sMSys, StatsSystem sSys, ExperienceSystem eSys, PlayerSystem pSys, DropSystem dSys, NameSystem nSys, StateMachine sMach, ItemSystem iSys, GameMap gMap) { entMaintenanceSystem = eMS; gearSystem = gSys; modifierSystem = sMSys; statsSystem = sSys; experienceSystem = eSys; playerSystem = pSys; dropSystem=dSys; nameSystem = nSys; itemSystem = iSys; stateSystem = sMach; gameMap = gMap; NumItems = 5; }
public EntityManager(StateMachine sMach, DropSystem dSys, PlayerSystem pS, StatsSystem sS, ItemSystem iS, StatModifierSystem mS, EffectSystem efS, EquipmentSystem eqS, AISystem aiS, GearSystem gS, ExperienceSystem xS, ItemInventorySystem invS, NameSystem nS, ProfessionSystem profS, ActionSystem actS, ActionInventorySystem aInvS, CombatSystem cSys, EntityMaintenanceSystem eMS) { stateSystem = sMach; dropSystem = dSys; entMaintenanceSystem = eMS; aInventorySystem = aInvS; combatSystem = cSys; playerSystem = pS; statsSystem = sS; itemSystem = iS; modifierSystem = mS; effectSystem = efS; equipmentSystem = eqS; aiSystem = aiS; gearSystem = gS; experienceSystem = xS; inventorySystem = invS; nameSystem = nS; professionSystem = profS; actionSystem = actS; }
private void InitializeSystems() { Console.WriteLine("Initializing Game Systems"); professionSystem = new ProfessionSystem(); effectSystem=new EffectSystem(lua); equipmentSystem = new EquipmentSystem(); experienceSystem = new ExperienceSystem(); itemSystem = new ItemSystem(); inventorySystem = new ItemInventorySystem(); modifierSystem = new StatModifierSystem(); nameSystem = new NameSystem(lua); playerSystem = new PlayerSystem(nameSystem, stateSystem); gearSystem = new GearSystem(); statsSystem = new StatsSystem(); aInventorySystem = new ActionInventorySystem(lua, statsSystem); actionSystem = new ActionSystem(lua); aiSystem = new AISystem(); dropSystem = new DropSystem(dropMap); }