Пример #1
0
    void Start()
    {
        // 가장 바탕의 판넬 지정
        panel = transform.GetChild(0).gameObject;
        // 각 패널과 리스트를 저장.
        // 각 요소의 `상단 패널, 하단 패널, 툴팁 패널, 가격 패널`을 지정.
        buyTrade = new Trade(panel.transform.GetChild(2).gameObject
                             , panel.transform.GetChild(4).gameObject
                             , panel.transform.GetChild(8).gameObject
                             , panel.transform.GetChild(5).GetChild(2).gameObject);
        sellTrade = new Trade(panel.transform.GetChild(7).gameObject
                              , panel.transform.GetChild(6).gameObject
                              , panel.transform.GetChild(9).gameObject
                              , panel.transform.GetChild(5).GetChild(3).gameObject);
        bottomMoneyPanelText = panel.transform.GetChild(5).GetChild(1).GetChild(0).GetComponent <Text>();
        // 더블 클릭 체크용 버퍼 초기화.
        posBuffer = new Vector2(0, 0);
        panel.SetActive(false);
        // 매핑
        MappingInfo mapping = new MappingInfo("ShopUI");

        mapping.AddMapping("OnLeftDoubleClick : ", "mouseL");
        mapping.AddMapping("OnRightClick : ", "mouseR");
        mapping.AddMapping("CloseUI : ", "esc");
        mapping.Enroll("ShopUI");
    }
Пример #2
0
    int MAX_ITEM_BOX = 16; // 임시용이므로 16개로 한정.

    // 구조

    /*
     * Inventory :
     *  InventoryWindow :
     *      Content :
     *      TooltipPanel :
     *          ItemName : Text
     *          ItemTooltip : Text
     *          ItemEffect : Text
     #   ItemBox *16
     #      CloseButton : Text
     */
    private void Start()
    {
        // 아이템 박스 프리팹 로드
        itemBox = Resources.Load("Inventory/Prefab/ItemBox") as GameObject;
        // 아이템 판넬 오브젝트 저장
        Content = transform.GetChild(0).GetChild(1).gameObject;
        // tooltip 판넬 프리팹 로드 및 부모 설정 및
        tooltipPanel = transform.GetChild(0).GetChild(2).gameObject;
        tooltipPanel.SetActive(false);
        // 종료 버튼 할당.
        closeButton = transform.GetChild(0).GetChild(0).gameObject;
        closeButton.GetComponent <Button>().onClick.AddListener(CloseInventory);
        // 아이템 코드내임 리스트 세팅
        for (int i = 0; i < MAX_ITEM_BOX; i++)
        {
            itemBoxCodenameList.Add("");
        }
        // itemBox 배치자 실행
        itemBoxPlacer();

        MappingInfo mapping = new MappingInfo("Inventory");

        mapping.AddMapping("CloseInventory : ", "esc");
        mapping.AddMapping("CheckHoveringOnBox : ", "mouseL, !mouseR");
        mapping.Enroll("inventory");

        gameObject.SetActive(false);
    }
Пример #3
0
 private void Start()
 {
     infoList = new MappingInfo("Cube1");
     infoList.AddMapping("Move : up", "_w");
     infoList.AddMapping("Move : down", "_s");
     infoList.AddMapping("Toggle : ", "n2");
     infoList.Enroll();
 }
Пример #4
0
    private void Start()
    {
        panel = transform.GetChild(0).gameObject;
        panel.SetActive(isActive);
        MappingInfo mapping = new MappingInfo("EquipmentUI");

        mapping.AddMapping("CloseUI : ", "esc");
        mapping.Enroll("EquipmentUI");
    }
Пример #5
0
    void Start()
    {
        MappingInfo mapping = new MappingInfo("Car");

        mapping.AddMapping("Horizontal : 1", "_d");  //RightArrow
        mapping.AddMapping("Horizontal : -1", "_a"); //LeftArrow
        mapping.AddMapping("Horizontal : 0", "!d, !a");
        mapping.AddMapping("Vertical : 1", "_w");    //UpArrow
        mapping.AddMapping("Vertical : -1", "_s");   //DownArrow
        mapping.AddMapping("Vertical : 0", "!w, !s");
        mapping.AddMapping("Break : 1", "_n");
        mapping.AddMapping("Break : 0", "!n");
        mapping.Enroll("PlayerCar");
    }
Пример #6
0
    private void Start()
    {
        panel = transform.GetChild(0).gameObject;
        panel.SetActive(isActive);
        processingPanel = transform.GetChild(1).gameObject;
        for (int i = 0; i < processingPanel.transform.GetChild(1).childCount; i++)
        {
            processingQuestListTextList.Add(processingPanel.transform.GetChild(1).GetChild(i).GetChild(0).GetComponent <Text>());
        }
        processingQuestNameList = new List <string>();
        MappingInfo mapping = new MappingInfo("QuestUI");

        mapping.AddMapping("CloseUI : ", "esc");
        mapping.Enroll("QuestUI");
    }
Пример #7
0
    // Start is called before the first frame update
    void Start()
    {
        playerUI     = transform.GetChild(6).gameObject;
        menuBase     = new MenuBase(this, transform.GetChild(2).gameObject);
        confirmSave  = new ConfirmSave(this, transform.GetChild(4).gameObject);
        confirmClose = new ConfirmClose(this, transform.GetChild(3).gameObject);
        optionMenu   = new OptionMenu(this, transform.GetChild(5).gameObject);
        menuBase.lootPanel.SetActive(false);
        confirmSave.lootPanel.SetActive(false);
        confirmClose.lootPanel.SetActive(false);
        optionMenu.lootPanel.SetActive(false);
        // 레이어용.
        MappingInfo mapping = new MappingInfo("MenuUI");

        mapping.Enroll("MenuUI");
    }
Пример #8
0
    void Start()
    {
        // 효과 없는 불필요한 코드
        // Message msg4 = new Message("InventoryManager/modifyItem: Health, 0 ");
        // Message msg5 = new Message("InventoryManager/modifyItem: Fish, 0 ");
        // Message msg6 = new Message("InventoryManager/modifyItem: Bug, 0 ");

        // msg4.functionCall();
        // msg5.functionCall();
        // msg6.functionCall();

        MappingInfo map1 = new MappingInfo("Zone");

        map1.AddMapping("Tem :", "o");
        map1.Enroll();
    }
Пример #9
0
    private void Start()
    {
        panel = transform.GetChild(0).gameObject;
        panel.SetActive(isActive);
        // 상세 텍스트 매핑.
        levelText        = panel.transform.GetChild(1).GetChild(1).GetChild(0).GetChild(0).GetComponent <Text>();
        playerNameText   = panel.transform.GetChild(1).GetChild(1).GetChild(1).GetChild(0).GetComponent <Text>();
        playerCalledText = panel.transform.GetChild(1).GetChild(1).GetChild(2).GetChild(0).GetComponent <Text>();
        statHpText       = panel.transform.GetChild(3).GetChild(0).GetChild(5).GetChild(0).GetComponent <Text>();
        statSpText       = panel.transform.GetChild(3).GetChild(0).GetChild(6).GetChild(0).GetComponent <Text>();
        statAttackText   = panel.transform.GetChild(3).GetChild(0).GetChild(7).GetChild(0).GetComponent <Text>();
        statDefenceText  = panel.transform.GetChild(3).GetChild(0).GetChild(8).GetChild(0).GetComponent <Text>();
        statExpText      = panel.transform.GetChild(3).GetChild(0).GetChild(9).GetChild(0).GetComponent <Text>();
        // 키 매핑
        MappingInfo mapping = new MappingInfo("PlayerInfoUI");

        mapping.AddMapping("CloseUI : ", "esc");
        mapping.Enroll("PlayerInfoUI");
    }
Пример #10
0
    // Start is called before the first frame update
    void Start()
    {
        // 디버그용 콘솔 생성.
        debugConsole = GameObject.Find("DefaultSetting/Canvas/DebugConsole");
        debugConsole.SetActive(false);
        // 디버그 콘솔 관련 매핑.
        // 열기
        MappingInfo openDebugConsole = new MappingInfo("DebugAction");

        openDebugConsole.AddMapping("OpenDebugConsole : ", "slash");
        openDebugConsole.Enroll();
        // 닫기
        MappingInfo closeDebugConsole = new MappingInfo("DebugAction");

        closeDebugConsole.AddMapping("CloseDebugConsole : 0", "esc");
        closeDebugConsole.AddMapping("CloseDebugConsole : 1", "enter");
        closeDebugConsole.Enroll("Debug");
        // PlayInfoManager 관련.
        MappingInfo playInfoManagerDebug = new MappingInfo("PlayInfoManager");

        playInfoManagerDebug.AddMapping("ChangeData : Hp, 10", "_ctrlL, arrowU");
        playInfoManagerDebug.AddMapping("ChangeData : Hp, -10", "_ctrlL, arrowD");
        playInfoManagerDebug.AddMapping("ChangeData : Money, 1000", "_altL, arrowU");
        playInfoManagerDebug.AddMapping("ChangeData : Money, -1000", "_altL, arrowD");
        playInfoManagerDebug.Enroll();
        // InventoryManager 관련.
        MappingInfo inventoryManagerDebug = new MappingInfo("InventoryManager");

        inventoryManagerDebug.AddMapping("SaveInventory : ", "_shiftL, p");
        inventoryManagerDebug.AddMapping("ModifyItem : Test, 1", "_shiftL, n1");
        inventoryManagerDebug.Enroll();
        // GamaProcessManager 관련.
        MappingInfo gameProcessManagerDebug = new MappingInfo("GameProcessManager");

        gameProcessManagerDebug.AddMapping("CloseGame : ", "_ctrlL, _shiftL, q");
        gameProcessManagerDebug.AddMapping("ChangeScene : finalSecen", "_ctrlL, _shiftL, n1");
        gameProcessManagerDebug.AddMapping("ChangeScene : dummyScene ", "_ctrlL, _shiftL, n2");
        gameProcessManagerDebug.Enroll();

        EventListener.GetEventListener().Binding("BaseSystem", "None", "DebugAction/EventTest : 123");
        new Message("BaseSystem/None : 456, 789").FunctionCall();
    }
Пример #11
0
    void Start()
    {
        // 캔버스와 그 자식 요소 로드
        canvas = GameObject.Find("UICanvas");
        foreach (Transform child in canvas.transform)
        {
            UIList.Add(child.gameObject);
        }

        MappingInfo mapping = new MappingInfo("UIManager");

        mapping.AddMapping("OpenUI : PlayerInfoUI", "p");
        mapping.AddMapping("OpenUI : InventoryUICanvas", "i");
        mapping.AddMapping("OpenUI : MenuUI", "m");
        // mapping.AddMapping("OpenUI : EquipmentUI"   , "r");  // 시간 부족.
        // mapping.AddMapping("OpenUI : QuestUI"       , "q");  // 시간 부족.
        // mapping.AddMapping("CloseUI : "             , "!ctrlL, esc");
        // mapping.AddMapping("CloseAllUI : "          , "_ctrlL, esc");
        // mapping.AddMapping("OpenTalkView : npc", "t");  // 디버그용.
        mapping.Enroll();
    }
Пример #12
0
    private void Awake()
    {
        // 자식 오브젝트 연결.
        panel = transform.GetChild(0).gameObject;
        panel.SetActive(isActive);
        equipmentInventories  = new List <EquipmentInventory>();
        comsumableInventories = new List <ComsumableInventory>();
        etcInventories        = new List <EtcInventory>();
        Transform temp = panel.transform.GetChild(1);

        for (int i = 0; i < INVENTORY_CAPACITY; i++)
        {
            equipmentInventories.Add(
                new EquipmentInventory(
                    temp.GetChild(1).GetChild(0).GetChild(0).GetChild(i)));
            comsumableInventories.Add(
                new ComsumableInventory(
                    temp.GetChild(2).GetChild(0).GetChild(0).GetChild(i)));
            etcInventories.Add(
                new EtcInventory(
                    temp.GetChild(3).GetChild(0).GetChild(0).GetChild(i)));
        }
        moneyText    = panel.transform.GetChild(2).GetChild(0).GetChild(0).gameObject.GetComponent <Text>();
        tooltipPanel = panel.transform.GetChild(3).gameObject;
        tooltipPanel.SetActive(false);
        // 이벤트 연결.
        EventListener.GetEventListener().Binding("InventoryManager", "ModifyItem", "InventoryUICanvas/Sync : ");
        EventListener.GetEventListener().Binding("PlayInfoManager", "ChangeData", "InventoryUICanvas/Sync : ");
        // 키 바인딩.
        MappingInfo mapping = new MappingInfo("InventoryUICanvas");

        mapping.AddMapping("CloseUI : ", "esc");
        mapping.AddMapping("CheckHoveringOnBox : ", "!mouseL, mouseR");
        mapping.Enroll("InventoryUICanvas");
        // 기타 초기화.
        equipmentList  = new List <ItemBox>();
        consumableList = new List <ItemBox>();
        etcList        = new List <ItemBox>();
    }