示例#1
0
 public void SetStatus(eSceneStatus status)
 {
     switch (status)
     {
         case eSceneStatus.TITLE:
             break;
         case eSceneStatus.TUTORIAL:
             break;
         case eSceneStatus.PLAY:
             break;
         case eSceneStatus.INVENTORY:
             GUIInventory inventory = m_listScene[(int)eSceneStatus.INVENTORY].GetComponent<GUIInventory>();
             inventory.  SetInventory(GameManager.GetInstance().m_cPlayer);
             break;
         case eSceneStatus.BAG:
             GUIBag bag = m_listScene[(int)eSceneStatus.BAG].GetComponent<GUIBag>();
             bag.SetBag(GameManager.GetInstance().m_cPlayer);
             break;
         case eSceneStatus.EQUIPMENT:
             break;
         case eSceneStatus.COMBINATE:
             GUIBag bag1 = m_listScene[(int)eSceneStatus.COMBINATE].GetComponent<GUIBag>();
             bag1.SetBag(GameManager.GetInstance().m_cPlayer);
             GUINPCBag bag2 = m_listScene[(int)eSceneStatus.COMBINATE].GetComponent<GUINPCBag>();
             bag2.SetNPCBag(GameManager.GetInstance().m_cNPC);
             GUINPCInventory NPCInventory2 = m_listScene[(int)eSceneStatus.COMBINATE].GetComponent<GUINPCInventory>();
             NPCInventory2.SetInventory(GameManager.GetInstance().m_cNPC);
             break;
         case eSceneStatus.MENU:
             break;
     }
     ShowScene(status);
     m_eCurrentStatus = status;
 }
    void Start()
    {
        GameObject WeaponObject = Instantiate(Resources.Load("Prefabs/MeleeWeapon")) as GameObject;

        WeaponObject.name = "WeaponCrafting";
        WeaponObject.transform.SetParent(transform, false);

        Recipes.Add(WeaponObject);

        foreach (KeyValuePair <string, bool> recipe in Recipes[0].GetComponent <IWeaponOutfit>().getRecipe())
        {
            GameObject GUIRecipeSlot = Instantiate(Resources.Load("Prefabs/GUI/RecipeSlot")) as GameObject;
            RecipeSlot recipeSlot    = GUIRecipeSlot.GetComponent <RecipeSlot>();

            GUIRecipeSlot.name = recipe.Key;
            recipeSlot.setRecipeName(recipe.Key);
            recipeSlot.setRequired(recipe.Value);

            Button       recipeSlotButton = recipeSlot.getButton();
            GUIInventory inven            = InventoryGUI.GetComponent <GUIInventory>();

            Debug.Log("Bulilding Recipe with name: " + recipe.Key + "...");

            recipeSlotButton.onClick.AddListener(() => {
                inven.FilterInventoryAndSetWorkbenchMode(GUIRecipeSlot.name, WeaponObject.transform.Find(GUIRecipeSlot.name).gameObject);
                inven.setMode("WorkBench");
                InventoryGUI.SetActive(true);
            });

            GUIRecipeSlot.transform.SetParent(WeaponRecipeGUI.transform, false);
            dButton.GetComponent <DoneButton>().setMadeWeapon(WeaponObject);
        }
    }
    void Start()
    {
        if (maxHealth == 0)
        {
            maxHealth = 500;
        }
        //TODO: remove this once weapons are the things that actually do damage
        maxDamage = 15;

        //Add Temp items?
//		Inventory.Add(Instantiate(Resources.Load("Prefabs/MetalNail")) as GameObject);
//		Inventory.Add(Instantiate(Resources.Load("Prefabs/WoodPlank")) as GameObject);

        currentHealth = maxHealth;
        camera        = GetComponentInChildren <Camera>();
        rigidbody     = GetComponent <Rigidbody>();
        InventoryBag  = transform.Find("InventoryBag").gameObject;
        if (GameHUDCanvas != null)
        {
            InventoryHUD = GameHUDCanvas.transform.Find("Inventory").gameObject;

            InventoryGUI = InventoryHUD.GetComponent <GUIInventory>();
            InventoryGUI.InitiateInventory(Inventory);
        }
    }
示例#4
0
    // Use this for initialization
    void Start()
    {
        _creature = GetComponentInChildren<CRCreature>();
        _binding = GetComponent<CRControllerBinding>();
        _controller = GetComponent<CRController>();

        _guiInventory = GetComponentInChildren<GUIInventory>();
        _guiEquipment = GetComponentInChildren<GUIEquipment>();

        _guiInventory.enabled = toggleInventory;
        _guiEquipment.enabled = toggleInventory;
    }
示例#5
0
文件: GUIManager.cs 项目: licjcb8/-
    public void SetStatus(eSceneStatus status)
    {
        switch (status)
        {
        case eSceneStatus.TITLE:
            break;

        case eSceneStatus.GAMEOVER:
            break;

        case eSceneStatus.THEEND:
            break;

        case eSceneStatus.INVENTORY:
            GUIInventory inventory = m_listScene[(int)eSceneStatus.INVENTORY].GetComponent <GUIInventory>();
            inventory.SetInventory(GameManager.GetInstance().m_cPlayer);
            break;

        case eSceneStatus.STATUS:
            break;

        case eSceneStatus.SHOP:
            break;

        case eSceneStatus.BUY:
            GUINPCInventory NPCInventory = m_listScene[(int)eSceneStatus.BUY].GetComponent <GUINPCInventory>();
            NPCInventory.SetInventory(GameManager.GetInstance().m_cNPC);
            break;

        case eSceneStatus.SELL:
            GUIBag bag1 = m_listScene[(int)eSceneStatus.SELL].GetComponent <GUIBag>();
            bag1.SetBag(GameManager.GetInstance().m_cPlayer);
            GUINPCBag bag2 = m_listScene[(int)eSceneStatus.SELL].GetComponent <GUINPCBag>();
            bag2.SetNPCBag(GameManager.GetInstance().m_cNPC);
            GUINPCInventory NPCInventory2 = m_listScene[(int)eSceneStatus.SELL].GetComponent <GUINPCInventory>();
            NPCInventory2.SetInventory(GameManager.GetInstance().m_cNPC);
            break;

        case eSceneStatus.PLAY:
            break;

        case eSceneStatus.BAG:
            GUIBag bag = m_listScene[(int)eSceneStatus.BAG].GetComponent <GUIBag>();
            bag.SetBag(GameManager.GetInstance().m_cPlayer);
            break;
        }
        ShowScene(status);
        m_eCurrentStatus = status;
    }
示例#6
0
 public void ToggleInventory()
 {
     if (!guiInventory)
     {
         guiInventory = GameObject.FindObjectOfType(typeof(GUIInventory)) as GUIInventory;
     }
     if (guiInventory)
     {
         guiInventory.ToggleView();
     }
     if (!guiGear)
     {
         guiGear = GameObject.FindObjectOfType(typeof(GUIGear)) as GUIGear;
     }
     if (guiGear)
     {
         guiGear.ToggleView();
     }
     guiInventoryOpen = !guiInventoryOpen;
     guiGearOpen      = !guiGearOpen;
 }
示例#7
0
        private void CreateNewControl()
        {
            int left, top, width, height;

            GetSelectionRectangle(out left, out top, out width, out height);
            left   = _state.WindowXToGUI(left);
            top    = _state.WindowYToGUI(top);
            width  = _state.WindowSizeToGUI(width);
            height = _state.WindowSizeToGUI(height);

            if ((width < 2) || (height < 2))
            {
                return;
            }

            GUIControl newControl = null;

            switch (_controlAddMode)
            {
            case GUIAddType.Button:
                newControl = new GUIButton(left, top, width, height);
                break;

            case GUIAddType.Label:
                newControl = new GUILabel(left, top, width, height);
                break;

            case GUIAddType.TextBox:
                newControl = new GUITextBox(left, top, width, height);
                break;

            case GUIAddType.ListBox:
                newControl = new GUIListBox(left, top, width, height);
                break;

            case GUIAddType.Slider:
                newControl = new GUISlider(left, top, width, height);
                break;

            case GUIAddType.InvWindow:
                newControl = new GUIInventory(left, top, width, height);
                break;

            default:
                throw new AGSEditorException("Unknown control type added: " + _controlAddMode.ToString());
            }

            newControl.Name   = Factory.AGSEditor.GetFirstAvailableScriptName(newControl.ControlType);
            newControl.ZOrder = _gui.Controls.Count;
            newControl.ID     = _gui.Controls.Count;
            _gui.Controls.Add(newControl);
            _selectedControl = newControl;
            _selected.Clear();
            _selected.Add(newControl);

            RaiseOnControlsChanged();
            Factory.AGSEditor.CurrentGame.NotifyClientsGUIControlAddedOrRemoved(_gui, newControl);

            Factory.GUIController.SetPropertyGridObject(newControl);

            bgPanel.Invalidate();
            UpdateCursorImage();
            // Revert back to Select cursor
            OnCommandClick(Components.GuiComponent.MODE_SELECT_CONTROLS);
        }
示例#8
0
 void Start()
 {
     guiInventory      = GetComponentInParent <GUIInventory> ();
     guiGear           = guiInventory.transform.parent.GetComponentInChildren <GUIGear> ();
     itemImage.enabled = false;
 }