public override void Interact(NeverdawnCharacterController controller) { //if (PlayerParty.HasRoom()) //{ // PlayerParty.AddCharacter(character); //} }
public override void Interact(NeverdawnCharacterController controller) { if (controller is AvatarController) { talker.Talk(controller as AvatarController); } }
public override void Interact(NeverdawnCharacterController controller) { Mannequin mannequin = controller.character.GetComponent <Mannequin>(); if (mannequin != null) { mannequin.Equip(equipable); } }
public override void Interact(NeverdawnCharacterController controller) { if (pickable.isPickable) { pickable.PickUpToGlobalInventory(); } else { pickable.DropAtLocation(controller.character.transform); } }
public override void Interact(NeverdawnCharacterController controller) { if (pickable.isPickable) { pickable.RemoveFromCollection(); PlayerInventory.AddGold(purse.gold); } pickable.frame.destroyed = true; Destroy(pickable.gameObject); }
private void updateCurrentControllers() { currentTurnControllers.Clear(); Character character = currentCombatGroup[turnIndex]; // find the next living character while (!character.isAlive) { turnIndex = NeverdawnUtility.RepeatIndex(turnIndex + 1, currentCombatGroup.Count); character = currentCombatGroup[turnIndex]; } // fetch all characters in the party in the following sequence if (character.IsInPlayerParty) { while (character.IsInPlayerParty) { // find the current controller or an auxiliary controller NeverdawnCharacterController controller = character.controller; if (!controller) { controller = findControllerForCharacter(character); } // collect the controllers and try to add more characters if (!currentTurnControllers.Contains(controller)) { controller.character = character; currentTurnControllers.Add(controller); turnIndex = NeverdawnUtility.RepeatIndex(turnIndex + 1, currentCombatGroup.Count); character = currentCombatGroup[turnIndex]; } else { break; } } } else { currentTurnControllers.Add(character.controller); turnIndex = NeverdawnUtility.RepeatIndex(turnIndex + 1, currentCombatGroup.Count); } NeverdawnCamera.Clear(); currentTurnControllers.ForEach(c => NeverdawnCamera.AddTargetLerped(c.character.cachedTransform)); }
private NeverdawnCharacterController findControllerForCharacter(Character character) { AvatarController preferredController = _controllers.FirstOrDefault(c => c.preferredCharacterId == character.id); if (preferredController) { return(preferredController); } else { NeverdawnCharacterController auxiliaryController = _controllers[auxiliaryControllerIndex]; auxiliaryControllerIndex = NeverdawnUtility.RepeatIndex(auxiliaryControllerIndex + 1, _controllers.Count); return(auxiliaryController); } }
// Update is called once per frame void Update() { if (_chachedController != _character.controller) { if (_character.controller) { background.color = _character.controller.color; } else { background.color = _defaultBackgroundColor; } _chachedController = _character.controller; } }
public override void Interact(NeverdawnCharacterController controller) { GameController.instance.StartCombat(fighter.GetComponent <Character>()); }
public virtual void Interact(NeverdawnCharacterController character) { }
public override void Interact(NeverdawnCharacterController controller) { controller.character.Consume(consumable); }
public override void Interact(NeverdawnCharacterController controller) { controller.ChoseInteraction(stack.firstInteractable); }
public override void Interact(NeverdawnCharacterController controller) { callback(controller); base.Interact(controller); }
public override void Interact(NeverdawnCharacterController controller) { controller.Loot(container); }
internal void EndTurn(NeverdawnCharacterController characterController) { currentTurnControllers.Remove(characterController); }