public override void OnPush() { base.OnPush(); // Reset counters hoursRemaining = 0; totalHours = 0; waitTimer = 0; enemyBrokeRest = false; // Get references playerEntity = GameManager.Instance.PlayerEntity; hud = DaggerfallUI.Instance.DaggerfallHUD; }
public override void OnPush() { base.OnPush(); // Reset counters minutesOfHour = 0; hoursRemaining = 0; totalHours = 0; waitTimer = 0; enemyBrokeRest = false; abortRestForEnemySpawn = false; // Get references playerEntity = GameManager.Instance.PlayerEntity; hud = DaggerfallUI.Instance.DaggerfallHUD; GameManager.OnEncounter += GameManager_OnEncounter; }
public override void OnPush() { base.OnPush(); toggleClosedBinding = InputManager.Instance.GetBinding(InputManager.Actions.Rest); // Reset counters minutesOfHour = 0; hoursRemaining = 0; totalHours = 0; waitTimer = 0; enemyBrokeRest = false; abortRestForEnemySpawn = false; // Get references playerEntity = GameManager.Instance.PlayerEntity; hud = DaggerfallUI.Instance.DaggerfallHUD; GameManager.OnEncounter += GameManager_OnEncounter; // Raise player resting flag when UI opens // This is used for random enemy spawning and influences CastWhenHeld durability loss playerEntity.IsResting = true; }
public override void OnPush() { base.OnPush(); hud = DaggerfallUI.Instance.DaggerfallHUD; }
void Start() { // HUD is first window on stack when enabled if (enableHUD && DaggerfallUnity.Instance.IsPathValidated) { dfHUD = new DaggerfallHUD(uiManager); uiManager.PushWindow(dfHUD); Debug.Log("HUD pushed to stack."); } }
void Update() { // Progress fade if (fadeInProgress) TickFade(); // HUD is always first window on stack when ready if (dfUnity.IsPathValidated && !hudSetup) { if (enableHUD) { dfHUD = new DaggerfallHUD(uiManager); uiManager.PushWindow(dfHUD); Debug.Log("HUD pushed to stack."); } hudSetup = true; } // Route messages to top window or handle locally if (uiManager.MessageCount > 0) { // Top window has first chance at message if (uiManager.TopWindow != null) uiManager.TopWindow.ProcessMessages(); // Then process locally ProcessMessages(); } // Update top window if (uiManager.TopWindow != null) { uiManager.TopWindow.Update(); } // Clear key state every frame lastCharacterTyped = (char)0; lastKeyCode = KeyCode.None; }
public override void OnPush() { base.OnPush(); // Reset counters hoursRemaining = 0; totalHours = 0; waitTimer = 0; // Get references playerEntity = GameManager.Instance.PlayerEntity; hud = DaggerfallUI.Instance.DaggerfallHUD; }