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); } }
// 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; }
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; }
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; }
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); }
void Start() { guiInventory = GetComponentInParent <GUIInventory> (); guiGear = guiInventory.transform.parent.GetComponentInChildren <GUIGear> (); itemImage.enabled = false; }