IEnumerator hover() { RaycastHit hit; clearEventText = true; if (Physics.Raycast(pov.transform.position, pov.transform.forward, out hit, range)) { Door door = hit.transform.GetComponent <Door>(); ShopRoom shop = hit.transform.GetComponent <ShopRoom>(); if (door != null) { clearEventText = false; interactEvent.text = "Press E To Spend " + door.cost + " To Open"; //StartCoroutine(showMessage("Press E To Spend " + door.cost + " To Open", 0.5f)); } if (shop != null) { //(showMessage("Press E To Open Shop", 0.2f)); clearEventText = false; interactEvent.text = "Press E To Open Shop"; } } if (clearEventText) { interactEvent.text = ""; } yield return(new WaitForSeconds(1f)); }
public ShopRoom[] Extract() { ShopRoomSearchModel crawObj = (ShopRoomSearchModel)JsonSerializer.Deserialize(_htmlContent, typeof(ShopRoomSearchModel)); List <ShopRoomModel> shops = crawObj.shops; List <ShopRoom> rooms = new List <ShopRoom>(); foreach (var node in shops) { ShopRoom sr = new ShopRoom(); sr.ShopId = node.id; sr.RName = node.title; sr.city = node.city; sr.district = node.district; sr.hotarea = node.hotArea; sr.address = node.address; sr.sale = node.sale.ToString(); sr.price = node.price; sr.square = node.square; sr.type = node.houseType; // sr.Face = node. //朝向, 木有 sr.Contacts = node.contact; sr.Mobile = node.mobile; //sr.Rinfo = node.Rinfo; // sr.Rimg = node.Rimg; sr.AddTime = DateTime.Now; sr.source = node.source; sr.from = node.from; sr.fetchDate = node.fetchDate; rooms.Add(sr); } return(rooms.ToArray()); }
/// <summary> /// Generates specific values for the DungeonType. /// </summary> /// <param name="room">The current room.</param> /// <param name="dungeonRoomObject">The gameobject to which the room should be generate don.</param> /// <param name="levelNumber">The number of the level.</param> /// <returns>The fully generated DungeonRoom.</returns> private DungeonRoom SetRoomType(Room room, GameObject dungeonRoomObject, int levelNumber, DungeonConfig config) { switch (room.Type) { case RoomType.Start: StartRoom startRoom = dungeonRoomObject.AddComponent <StartRoom>(); if (Player.LocalPlayer.isServer && levelNumber == 0) { startRoom.SpawnItems(RegionDict.Instance.StartingRoomPickables, DungeonCreator.Instance.TilePositionToWorldPosition(room.Position + (room.Layout.Size / 2))); } return(startRoom); case RoomType.Combat: CombatRoom combatRoom = dungeonRoomObject.AddComponent <CombatRoom>(); combatRoom.ThreatLevel = room.TileCount; combatRoom.enemiesToSpawn = new EnemyObject[combatRoom.ThreatLevel / 48]; for (int j = 0; j < combatRoom.enemiesToSpawn.Length; j++) { combatRoom.enemiesToSpawn[j] = RandomUtil.Element(RegionDict.Instance.EnemiesToSpawn); } return(combatRoom); case RoomType.Loot: LootRoom lootRoom = dungeonRoomObject.AddComponent <LootRoom>(); lootRoom.pickables = new Pickable[room.TileCount / 48]; for (int j = 0; j < lootRoom.pickables.Length; j++) { lootRoom.pickables[j] = RandomUtil.Element(RegionDict.Instance.LootingRoomPickables); } return(lootRoom); case RoomType.Shop: ShopRoom shopRoom = dungeonRoomObject.AddComponent <ShopRoom>(); const int numItems = 4; shopRoom.shopItems = new Pickable[numItems]; shopRoom.locations = new Vector2[numItems]; // TODO: Replace Pickabledict with dungeon config shop pickables. for (int j = 0; j < numItems; j++) { int rnd = Random.Range(0, config.shopItems.Length); shopRoom.shopItems[j] = config.shopItems[rnd]; shopRoom.locations[j] = room.Position + new Vector2Int((int)room.GameObjects[j + 4].Position.x, (int)room.GameObjects[j + 4].Position.y); } shopRoom.SpawnItems(); return(shopRoom); case RoomType.Boss: BossRoom bossRoom = dungeonRoomObject.AddComponent <BossRoom>(); bossRoom.bossObjects = new BossObject[] { RandomUtil.Element(RegionDict.Instance.BossesToSpawn) }; DungeonDict.Instance.SetBossRoom(bossRoom); return(bossRoom); case RoomType.Empty: EmptyRoom emptyRoom = dungeonRoomObject.AddComponent <EmptyRoom>(); return(emptyRoom); default: throw new System.Exception("Unknown room type! (" + room.Type + ")"); } }
/// <summary> /// Open the shop menu /// </summary> void openShop() { RaycastHit hit; if (Physics.Raycast(pov.transform.position, pov.transform.forward, out hit, range)) { ShopRoom shop = hit.transform.GetComponent <ShopRoom>(); if (shop != null) { shopPanel.SetActive(true); Cursor.visible = true; Cursor.lockState = CursorLockMode.Confined; } } }
private void shopToolStripMenuItem_Click(object sender, EventArgs e) { Visible = false; ShopRoom sm = new ShopRoom(p); sm.StartPosition = FormStartPosition.Manual; sm.Location = Location; sm.ShowDialog(); Visible = true; p = SaveManager.LoadGame(); if (p.BountyKeys.Count > 0 || p.EXBountyKeys.Count > 0) { checkKeysToolStripMenuItem.Enabled = true; } UpdateInventory(); }
public void RegisterShopRoom(ShopRoom shopRoom) { m_shopRoom = shopRoom; if (shopRoom.RoomPageData.PageLevel == 1 || shopRoom.RoomPageData.PageLevel == 2) { m_maxPlayerPages = 3; } else { m_maxPlayerPages = 3; } }