public void ActivateDialogueView(Character character, string[] options)
        {
            _dialogueView.SetActive(true);
            _isDialogueView = true;
            CanvasSettings.ToggleControl(false);
            _currentInteractingCharacter = character;
            _helpText.text        = character.CharacterName;
            _name.text            = "";
            _lastScrollTime       = Time.time;
            _currentDialogueIndex = 0;
            _dialogueList.Clear();
            Vector3 nextPosition = Vector3.zero;

            foreach (string dialogue in options)
            {
                GameObject dialogueObject = Instantiate(_dialoguePrefab);
                dialogueObject.transform.SetParent(_dialogueView.transform, false);
                dialogueObject.GetComponent <Text>().text = dialogue;
                dialogueObject.transform.localPosition    = nextPosition;
                nextPosition = new Vector3(0, nextPosition.y - dialogueObject.GetComponent <RectTransform>().rect.height, 0);
                _dialogueList.Add(dialogueObject);
            }

            SetCurrentDialogue();
        }
示例#2
0
 private static void Respawn()
 {
     CanvasSettings.DeactivateMenu();
     Destroy(GameObject.Find("DeathCamera"));
     ConnectedCharacters.MyPlayer.Respawn();
     NetworkSend.Reliable("RESPAWN|");
 }
    // Start is called before the first frame update
    void Start()
    {
        _gameManager  = GameObject.Find("GameManager").GetComponent <GameManager>();
        _musicManager = GameObject.Find("MusicManager").GetComponent <MusicManager>();

        _canvasSettings = gameObjectCanvasSetting.GetComponent <CanvasSettings>();
        _canvasRanking  = gameObjectCanvasRanking.GetComponent <CanvasRanking>();

        _audioSources = GetComponents <AudioSource>();

        StartCoroutine(CoroutineIntroduction());
    }
        public void DeactivateDialogueView()
        {
            _dialogueView.SetActive(false);
            CanvasSettings.ToggleControl(true);
            foreach (GameObject dialogue in _dialogueList)
            {
                Destroy(dialogue);
            }

            _dialogueList.Clear();
            _currentDialogueIndex = 0;
            _isDialogueView       = false;
        }
        void Start()
        {
            canvasSettings = GetComponent <CanvasSettings>();
            renderSettings = GetComponent <Rendering.RenderSettings>();

            LoadTemplate(settings);

            //Load previous or auto detect optimal settings
            if (PlayerPrefs.HasKey(playerPrefKey))
            {
                LoadSettings();
            }
            else if (automaticOptimalSettings && !PlayerPrefs.HasKey(playerPrefKey))
            {
                DetermineOptimalSettings();
            }
        }
示例#6
0
        public void Spawn(string[] data)
        {
            Character character = ConnectedCharacters.Characters[int.Parse(data[1])];

            Spawn(
                int.Parse(data[2]),
                character.CharacterName + " (Dead)",
                character.CharacterPersonality,
                character.Avatar.transform.position.x,
                character.Avatar.transform.position.y,
                character.Avatar.transform.position.z,
                character.Avatar.transform.eulerAngles.x,
                character.Avatar.transform.eulerAngles.y,
                character.Avatar.transform.eulerAngles.z,
                character.MaxHealth,
                character.CurrentHealth,
                character.MaxStamina,
                character.CurrentStamina,
                character.Gold,
                character.BaseWeight,
                character.BaseDamage,
                character.BaseArmor,
                character.WeaponId,
                character.ApparelId,
                0
                );
            for (int j = 3; j < data.Length; j++)
            {
                ConnectedCharacters.Characters[int.Parse(data[2])].Inventory.Add(int.Parse(data[j]));
            }
            if (character.CharacterId == ConnectedCharacters.MyPlayer.CharacterId)
            {
                GameObject deathCamera = Instantiate(DeathCameraPrefab);
                deathCamera.name = "DeathCamera";
                deathCamera.transform.position  = character.Avatar.transform.position;
                deathCamera.transform.rotation  = character.Avatar.transform.rotation;
                deathCamera.transform.position += new Vector3(0, 2.5f, 2.5f);
                deathCamera.transform.Rotate(20, 0, 0);
                CanvasSettings.ActivateDeathMenu();
            }
            character.Death();
        }
示例#7
0
        private void Update()
        {
            if (Input.GetKeyDown(KeyCode.F))
            {
                CanvasSettings.ToggleInventoryMenu(ConnectedCharacters.MyPlayer, "INVENTORY");
            }

            if (Input.GetKeyDown(KeyCode.Escape))
            {
                CanvasSettings.TogglePauseMenu();
            }

            if (Input.GetButtonDown("Fire1") && !_characterAnimator.Attacking)
            {
                NetworkSend.Reliable("ATK|");
                _characterAnimator.Attack();
            }

            if (!_characterAnimator.Attacking)
            {
                CanHit = true;
            }
        }
示例#8
0
 public override void StartMerchant()
 {
     CanvasSettings.ToggleInventoryMenu(this, "MERCHANT");
 }
示例#9
0
 public override void StartLoot()
 {
     CanvasSettings.ToggleInventoryMenu(this, "LOOT");
 }
示例#10
0
 private void Start()
 {
     CanvasSettings.InitializeCanvases();
 }