void Update() { // IF there isn't a player active on the scene. if (playerManager == null) { // Get the Player GameObject. playerManager = Character_Manager.GetPlayerManager(); return; } // IF the equipment component isn't set yet if (equipment == null) { // Get the Equipment script that is on the player GameObject. equipment = playerManager.GetComponentInChildren <Equipment> (); return; } // Create a variable to hold the item. Item equip = null; // IF we have a weapon image we want to update, // ELSE IF we have a armour image we want to update, // ELSE IF we have a bracelet image we want to update, // ELSE IF we have a ring image we want to update. if (itemSlot == "Weapon") { // Get the weapon from the Equipment script. equip = equipment.GetWeapon(); } else if (itemSlot == "Armour") { // Get the armour from the Equipment script. equip = equipment.GetArmour(); } else if (itemSlot == "Bracelet") { // Get the bracelet from the Equipment script. equip = equipment.GetBracelet(); } else if (itemSlot == "Ring") { // Get the ring from the Equipment script. equip = equipment.GetRing(); } // IF there is an item, // ELSE there is not a item. if (equip != null) { // Grab the weapon. equipmentImage.sprite = equip.SpriteImage; // Set the color. equipmentImage.color = new Color(equip.R, equip.G, equip.B, equip.A); } else { // Set the color. equipmentImage.color = new Color(0f, 0f, 0f, 0f); } }
/// <summary> /// IF we are to Continue a Game then we are either doing this from the Start Screen or a Death Screen in which we want to try again. IF you know any other ideas for this then make sure to code for that situation. /// </summary> public void ContinueGame() { // Destroy the Player. Destroy(Character_Manager.GetPlayerManager()); // Clear our State_Manager Lists. Grid_Helper.stateManager.ClearList(); // Load the last scene that was saved. SceneManager.LoadScene(Grid_Helper.setup.GetSceneStartName()); }
void Awake() { GameObject player = Character_Manager.GetPlayerManager(); if (player != null) { Destroy(player); } }
void OnLoadedLevel(Scene scene, LoadSceneMode mode) { // IF the player exists then so does our UI. // ELSE the player does not exists then our UI does not. if (Character_Manager.GetPlayerManager() != null) { // Set the UI Active. UICanvas.SetActive(true); } else { // Set the UI NOT Active. UICanvas.SetActive(false); } // Load any states associated with this current scene. Grid.stateManager.Load(); }
void OnEnable() { // Get the Equipment script. Equipment equipment = Character_Manager.GetPlayerManager().GetComponentInChildren <Equipment> (); // Get the Sprite Renderer of the player. playerRenderer = Character_Manager.GetPlayer().GetComponent <SpriteRenderer> (); // Get the Weapon the player has. Item weapon = equipment.GetWeapon(); // Get the sprite renderer of the this weapon. weaponRenderer = GetComponent <SpriteRenderer> (); // Get the Sprite Image of the weapon and set it to this GameObject's Sprite. weaponRenderer.sprite = weapon.SpriteImage; // Set the coloring of the Sprite renderer. weaponRenderer.color = new Color(weapon.R, weapon.G, weapon.B, weapon.A); }
void OnEnable() { // Get the Equipment script. Equipment equipment = Character_Manager.GetPlayerManager().GetComponentInChildren <Equipment> (); // Get the Sprite Renderer of the player. playerRenderer = Character_Manager.GetPlayer().GetComponent <SpriteRenderer> (); // Get the Weapon the player has. Item weapon = equipment.GetWeapon(); // Get the sprite renderer of the this weapon. weaponRenderer = GetComponent <SpriteRenderer> (); if (weapon != null) { weaponRenderer.sprite = weapon.SpriteImage; weaponRenderer.color = new Color(weapon.R, weapon.G, weapon.B, weapon.A); } }
void Update() { // IF there isn't a player manager active on the scene. if (playerManager == null) { // Get the Player GameObject. playerManager = Character_Manager.GetPlayerManager(); return; } // IF there isn't a Key component set yet. if (key == null) { // Get the Key script that is on the player GameObject. key = playerManager.GetComponentInChildren <Key> (); return; } // Set the Text component. keyText.text = "x " + key.GetKeys(keyToUpdate).ToString(); }
void Update() { // IF there isn't a player manager active on the scene. if (pm == null) { // Get the Player Manager GameObject. pm = Character_Manager.GetPlayerManager().GetComponent <Player_Manager>(); return; } // IF there isn't a Character_Stats (or any script you want that holds your characters data) for your characters data. if (charStats == null) { // Get your Character_Stats. charStats = pm.GetComponentInChildren <Character_Stats> (); return; } // Display your hearts. DisplayHearts(); }
void Update() { // IF there isn't a player active on the scene. if (playerManager == null) { // Get the Player GameObject. playerManager = Character_Manager.GetPlayerManager(); return; } // IF there isn't a Bomb component set. if (dropBombs == null) { // Get the Bomb script that is a child to the Player GameObject. dropBombs = playerManager.GetComponentInChildren <Bombs> (); return; } // Set the Text component. bombText.text = "x " + dropBombs.GetBombs().ToString(); }
void Update() { // IF there isn't a player manager active on the scene. if (playerManager == null) { // Get the Player GameObject. playerManager = Character_Manager.GetPlayerManager(); return; } // IF there isn't a Money component set yet. if (currency == null) { // Get the Money script that is on the player GameObject. currency = playerManager.GetComponentInChildren <Money> (); return; } // Update the text to this currency. moneyText.text = "x " + currency.GetCurrency(currencyToUpdate).ToString(); }
public void OnPointerUp(PointerEventData data) { // IF we Right Click so we can USE or EQUIP an item. if (item != null && data.button == PointerEventData.InputButton.Right && !data.dragging) { // Get the Player_Manager component. Player_Manager player = Character_Manager.GetPlayerManager().GetComponent <Player_Manager> (); // IF this item is a consumable, if (item.Type == "Consumable") { // Add "usage" attributes associated with this item. At this current time if you are looking at the demo we only add HP. player.AddHealth((float)item.RestoreHP); // Play the Pickup Sound. Grid.soundManager.PlaySound(item.UsedSound); if (amount - 1 == 0) { // Clear the old slot. GetComponentInParent <Inventory>().items [slotNumber] = new Item(); // Destroy this gameobject as it holds no item. Destroy(gameObject); // Do not show the tooltip. Grid.tooltip.Deactivate(); return; } --amount; GetComponentInParent <Inventory>().slots [slotNumber].GetComponentInChildren <Text> ().text = amount.ToString(); return; } // IF this item is a piece of equipment, such as a Weapon, Armour, Ring or a Bracelet. if (item.Type == "Weapon" || item.Type == "Armour" || item.Type == "Ring" || item.Type == "Bracelet") { // Get the Equipment component. Equipment equipment = player.GetComponentInChildren <Equipment> (); // Play the Pickup Sound. Grid.soundManager.PlaySound(item.UsedSound); Item swappedItem = null; if (item.Type == "Weapon") { // Set the new weapon to the player while returning the old weapon (if the player wielded one). swappedItem = equipment.EquipWeapon(item); } else if (item.Type == "Armour") { // Set the new Armour to the player while returning the old Armour (if the player wearing one). swappedItem = equipment.EquipArmour(item); } else if (item.Type == "Ring") { // Set the new Ring to the player while returning the old Ring (if the player wearing one). swappedItem = equipment.EquipRing(item); } else if (item.Type == "Bracelet") { // Set the new Bracelet to the player while returning the old Bracelet (if the player wearing one). swappedItem = equipment.EquipBracelet(item); } // Remove this item from this List of Items. GetComponentInParent <Inventory>().items [slotNumber] = new Item(); // IF we have an item being swapped out. if (swappedItem != null) { // Add the swapped out equipped item to the inventory. GetComponentInParent <Inventory>().AddItem(swappedItem.ID, 1); } // Do not show the tooltip. Grid.tooltip.Deactivate(); // Destroy this item in the inventory list. Destroy(gameObject); } } }
void ChangePlayerMovement(bool isMovable) { // Change the player variable for movement purposes. Character_Manager.GetPlayerManager().GetComponent <Player_Manager>().CanMove = isMovable; }