public List <Hotbar> GetCharacterHotbar(int characterID) { var query = "SELECT * FROM CharacterHotbar WHERE CharacterID = @CharacterID"; var sqlCommand = factory.GetCommand(sqlConnection); sqlCommand.SetCommand(query); sqlCommand.AddParameter("@CharacterID", characterID); var sqlReader = sqlCommand.ExecuteReader(); var list = new List <Hotbar>(); while (sqlReader.Read()) { var hotbar = new Hotbar() { Index = (int)sqlReader.GetData("SlotIndex"), Value = (int)sqlReader.GetData("Value"), Type = Convert.ToByte(sqlReader.GetData("Type")) }; list.Add(hotbar); } sqlReader.Close(); return(list); }
public void SetHotbarSlotSkill(int hotbar, string slotName, GameObject skill) { Hotbar hb = null; switch (hotbar) { case 1: hb = Hotbar1; break; case 2: hb = Hotbar2; break; case 3: hb = Hotbar3; break; default: Debug.LogError("Attempt to slot invalid hotbar (" + hotbar + ")"); throw new ArgumentException("invalid hotbar number", "hotbar"); } foreach (var slot in hb.GetHotbarSlots()) { if (slot.gameObject.name == slotName) { slot.SetAction(skill); break; } } }
// Awake() is called when photon network is initiated private void Awake() { // checks if the current client is this device if (photonView.isMine) { shake = GameObject.Find("Screen Shake").GetComponent <Shake>(); PlayerCamera = GameObject.Find("Camera Holder"); PlayerCamera.GetComponent <CameraFollow>().target = gameObject; uiManager = GameObject.Find("UI Manager").GetComponent <UIManager>(); uiManager.player = gameObject.GetComponent <Player>(); hotbar = GameObject.Find("Hotbar").gameObject.GetComponent <Hotbar>(); hotbar.player = gameObject.GetComponent <Player>(); gameCursor = GameObject.Find("Game Cursor"); PlayerNameText.text = PhotonNetwork.playerName; PlayerNameText.color = Color.yellow; hotbar.visible = true; direction = 1; money = 1001; UIMenu.SetActive(true); PlaceChicken = GameObject.Find("PlaceChicken").gameObject; PlaceChicken.SetActive(false); PlaceFeed = GameObject.Find("PlaceFeed").gameObject; PlaceFeed.SetActive(false); } else { PlayerNameText.text = photonView.owner.name; PlayerNameText.color = Color.white; } }
private static TrinityPower GetBarbarianDestroyPower() { if (Hotbar.Contains(SNOPower.Barbarian_Whirlwind) && PlayerStatus.PrimaryResource > MinEnergyReserve) { return(new TrinityPower(SNOPower.Barbarian_Whirlwind, 10f, vSideToSideTarget, CurrentWorldDynamicId, -1, 0, 0, WAIT_FOR_ANIM)); } if (Hotbar.Contains(SNOPower.Barbarian_Frenzy)) { return(new TrinityPower(SNOPower.Barbarian_Frenzy, 10f, vNullLocation, -1, -1, 0, 0, WAIT_FOR_ANIM)); } if (Hotbar.Contains(SNOPower.Barbarian_Bash)) { return(new TrinityPower(SNOPower.Barbarian_Bash, 6f, vNullLocation, -1, -1, 0, 0, WAIT_FOR_ANIM)); } if (Hotbar.Contains(SNOPower.Barbarian_Cleave)) { return(new TrinityPower(SNOPower.Barbarian_Cleave, 6f, vNullLocation, -1, -1, 0, 0, WAIT_FOR_ANIM)); } if (Hotbar.Contains(SNOPower.Barbarian_Rend) && PlayerStatus.PrimaryResourcePct >= 0.65) { return(new TrinityPower(SNOPower.Barbarian_Rend, 10f, vNullLocation, -1, -1, 0, 0, WAIT_FOR_ANIM)); } if (Hotbar.Contains(SNOPower.Barbarian_WeaponThrow) && PlayerStatus.PrimaryResource >= 20) { return(new TrinityPower(SNOPower.Barbarian_WeaponThrow, 15f, vNullLocation, -1, -1, 0, 0, WAIT_FOR_ANIM)); } return(new TrinityPower(SNOPower.Weapon_Melee_Instant, 10f, vNullLocation, -1, -1, 0, 0, WAIT_FOR_ANIM)); }
public void Update(Hotbar hotbar) { QueryFactory.Query(TableName).Where("hotbar_id", hotbar.Id).Update(new { slots = JsonConvert.SerializeObject(hotbar.Slots) }); }
private static bool DemonHunter_HasNoPrimary() { return(!(Hotbar.Contains(SNOPower.DemonHunter_Bolas) || Hotbar.Contains(SNOPower.X1_DemonHunter_EntanglingShot) || Hotbar.Contains(SNOPower.DemonHunter_Grenades) || Hotbar.Contains(SNOPower.DemonHunter_HungeringArrow))); }
private static TrinityPower GetWizardDestructablePower() { if (Hotbar.Contains(SNOPower.Wizard_EnergyTwister) && PlayerStatus.PrimaryResource >= 35) { return(new TrinityPower(SNOPower.Wizard_EnergyTwister, 9f, vNullLocation, -1, -1, 0, 0, WAIT_FOR_ANIM)); } if (Hotbar.Contains(SNOPower.Wizard_ArcaneOrb)) { return(new TrinityPower(SNOPower.Wizard_ArcaneOrb, 40f, vNullLocation, -1, -1, 0, 0, WAIT_FOR_ANIM)); } if (Hotbar.Contains(SNOPower.Wizard_MagicMissile)) { return(new TrinityPower(SNOPower.Wizard_MagicMissile, 15f, vNullLocation, -1, -1, 0, 0, WAIT_FOR_ANIM)); } if (Hotbar.Contains(SNOPower.Wizard_ShockPulse)) { return(new TrinityPower(SNOPower.Wizard_ShockPulse, 10f, vNullLocation, -1, -1, 0, 0, WAIT_FOR_ANIM)); } if (Hotbar.Contains(SNOPower.Wizard_SpectralBlade)) { return(new TrinityPower(SNOPower.Wizard_SpectralBlade, 9f, vNullLocation, -1, -1, 0, 0, WAIT_FOR_ANIM)); } if (Hotbar.Contains(SNOPower.Wizard_Electrocute)) { return(new TrinityPower(SNOPower.Wizard_Electrocute, 9f, vNullLocation, -1, -1, 0, 0, WAIT_FOR_ANIM)); } return(new TrinityPower(GetDefaultWeaponPower(), GetDefaultWeaponDistance(), vNullLocation, -1, -1, 0, 0, WAIT_FOR_ANIM)); }
/// <summary> /// This will find a safe place to stand in both Kiting and Avoidance situations /// </summary> /// <param name="isStuck"></param> /// <param name="stuckAttempts"></param> /// <param name="dangerPoint"></param> /// <param name="shouldKite"></param> /// <param name="avoidDeath"></param> /// <returns></returns> internal static Vector3 FindSafeZone(bool isStuck, int stuckAttempts, Vector3 dangerPoint, bool shouldKite = false, IEnumerable <TrinityCacheObject> monsterList = null, bool avoidDeath = false) { if (!isStuck) { if (shouldKite && DateTime.UtcNow.Subtract(lastFoundSafeSpot).TotalMilliseconds <= 1500 && lastSafeZonePosition != Vector3.Zero) { return(lastSafeZonePosition); } else if (DateTime.UtcNow.Subtract(lastFoundSafeSpot).TotalMilliseconds <= 800 && lastSafeZonePosition != Vector3.Zero) { return(lastSafeZonePosition); } hasEmergencyTeleportUp = ( // Leap is available (!PlayerStatus.IsIncapacitated && CombatBase.CanCast(SNOPower.Barbarian_Leap)) || // Whirlwind is available (!PlayerStatus.IsIncapacitated && CombatBase.CanCast(SNOPower.Barbarian_Whirlwind) && ((PlayerStatus.PrimaryResource >= 10 && !PlayerStatus.WaitingForReserveEnergy) || PlayerStatus.PrimaryResource >= Trinity.MinEnergyReserve)) || // Tempest rush is available (!PlayerStatus.IsIncapacitated && CombatBase.CanCast(SNOPower.Monk_TempestRush) && ((PlayerStatus.PrimaryResource >= 20 && !PlayerStatus.WaitingForReserveEnergy) || PlayerStatus.PrimaryResource >= Trinity.MinEnergyReserve)) || // Teleport is available (!PlayerStatus.IsIncapacitated && CombatBase.CanCast(SNOPower.Wizard_Teleport) && PlayerStatus.PrimaryResource >= 15) || // Archon Teleport is available (!PlayerStatus.IsIncapacitated && CombatBase.CanCast(SNOPower.Wizard_Archon_Teleport)) ); // Wizards can look for bee stings in range and try a wave of force to dispel them if (!shouldKite && PlayerStatus.ActorClass == ActorClass.Wizard && Hotbar.Contains(SNOPower.Wizard_WaveOfForce) && PlayerStatus.PrimaryResource >= 25 && DateTime.UtcNow.Subtract(CacheData.AbilityLastUsed[SNOPower.Wizard_WaveOfForce]).TotalMilliseconds >= CombatBase.GetSNOPowerUseDelay(SNOPower.Wizard_WaveOfForce) && !PlayerStatus.IsIncapacitated && CacheData.TimeBoundAvoidance.Count(u => u.ActorSNO == 5212 && u.Position.Distance(PlayerStatus.Position) <= 15f) >= 2 && ( //HotbarSkills.PassiveSkills.Contains(SNOPower.Wizard_Passive_CriticalMass) || PowerManager.CanCast(SNOPower.Wizard_WaveOfForce))) { ZetaDia.Me.UsePower(SNOPower.Wizard_WaveOfForce, Vector3.Zero, PlayerStatus.WorldDynamicID, -1); } } float highestWeight = 0f; if (monsterList == null) { monsterList = new List <TrinityCacheObject>(); } //Vector3 vBestLocation = FindSafeZone(dangerPoint, shouldKite, isStuck, monsterList, avoidDeath); Vector3 vBestLocation = MainFindSafeZone(dangerPoint, shouldKite, isStuck, monsterList, avoidDeath); highestWeight = 1; // Loop through distance-range steps if (highestWeight <= 0) { return(vBestLocation); } lastFoundSafeSpot = DateTime.UtcNow; lastSafeZonePosition = vBestLocation; return(vBestLocation); }
public override void Initialize() { WaitVars = new WaitLoops(0, 3, true); Cost = 122; Range = 45; Priority = SkillPriority.High; PreCast = new SkillPreCast(SkillPrecastFlags.CheckPlayerIncapacitated | SkillPrecastFlags.CheckCanCast); PreCast.Criteria += (s) => !Hotbar.HasDebuff(SNOPower.Succubus_BloodStar); ClusterConditions.Add(new SkillClusterConditions(4d, 45f, 4, true)); SingleUnitCondition.Add(new UnitTargetConditions(TargetProperties.None, maxdistance: Range, MinimumHealthPercent: 0.95d, falseConditionalFlags: TargetProperties.Normal | TargetProperties.Fast)); SingleUnitCondition.Add(new UnitTargetConditions { TrueConditionFlags = TargetProperties.None, Criteria = (unit) => FunkyGame.Hero.dCurrentEnergyPct > 0.9d, //Distance = Range, FalseConditionFlags = TargetProperties.LowHealth, }); FcriteriaCombat = (u) => !FunkyGame.Hero.Class.bWaitingForSpecial; }
// Start is called before the first frame update void Start() { hotbar = Hotbar.instance; hotbar.onItemChangedCallback += UpdateUI; slots = Hslots.GetComponentsInChildren <HSlot>(); }
private static TrinityPower GetMonkDestroyPower() { if (Monk_TempestRushReady()) { return(new TrinityPower(SNOPower.Monk_TempestRush, 40f, vNullLocation, -1, -1, 0, 0, WAIT_FOR_ANIM)); } if (Hotbar.Contains(SNOPower.Monk_DashingStrike)) { return(new TrinityPower(SNOPower.Monk_DashingStrike, Monk_MaxDashingStrikeRange, vNullLocation, -1, -1, 0, 0, WAIT_FOR_ANIM)); } if (Hotbar.Contains(SNOPower.Monk_FistsofThunder)) { return(new TrinityPower(SNOPower.Monk_FistsofThunder, 15f, vNullLocation, -1, -1, 0, 0, WAIT_FOR_ANIM)); } if (Hotbar.Contains(SNOPower.Monk_DeadlyReach)) { return(new TrinityPower(SNOPower.Monk_DeadlyReach, 10f, vNullLocation, -1, -1, 0, 0, WAIT_FOR_ANIM)); } if (Hotbar.Contains(SNOPower.Monk_CripplingWave)) { return(new TrinityPower(SNOPower.Monk_CripplingWave, 10f, vNullLocation, -1, -1, 0, 0, WAIT_FOR_ANIM)); } if (Hotbar.Contains(SNOPower.Monk_WayOfTheHundredFists)) { return(new TrinityPower(SNOPower.Monk_WayOfTheHundredFists, 10f, vNullLocation, -1, -1, 0, 0, WAIT_FOR_ANIM)); } return(new TrinityPower(SNOPower.Weapon_Melee_Instant, 10f, vNullLocation, -1, -1, 0, 0, WAIT_FOR_ANIM)); }
void OnEnable() { hotbar = target as Hotbar; slotsInTotal = serializedObject.FindProperty("slotsInTotal"); keyCodesForSlots = serializedObject.FindProperty("keyCodesForSlots"); slotsInTotal.intValue = hotbar.getSlotsInTotal(); }
public void OnPulse() { if (!HookHandler.CheckCombatHook()) { Logger.DBLog.Info("Hooking Combat!"); HookHandler.HookCombat(); } if (FunkyGame.GameIsInvalid) { return; } //in-game monitoring FunkyGame.Profile.CheckCurrentProfileBehavior(); GoldInactivity.CheckTimeoutTripped(); Hotbar.CheckSkills(); Equipment.CheckEquippment(); if (FunkyGame.AdventureMode) { FunkyGame.Bounty.CheckActiveBounty(); } }
/// <summary> /// Performs basic checks to see if we have and can cast a power (hotbar, power manager). Checks use timer for Wiz, DH, Monk /// </summary> /// <param name="power"></param> /// <param name="flags"></param> /// <returns></returns> public static bool CanCast(SNOPower power, CanCastFlags flags = CanCastFlags.All) { bool hasPower = Hotbar.Contains(power); if (!hasPower) { return(false); } // Skip this or Barb, Crusader, WD if (Player.ActorClass == ActorClass.Wizard || Player.ActorClass == ActorClass.DemonHunter || Player.ActorClass == ActorClass.Monk) { bool timer = flags.HasFlag(CanCastFlags.NoTimer) || SNOPowerUseTimer(power); if (!timer) { return(false); } } bool powerManager = flags.HasFlag(CanCastFlags.NoPowerManager) || PowerManager.CanCast(power); if (!powerManager) { return(false); } return(true); }
public override void Initialize() { WaitVars = new WaitLoops(1, 1, true); Cost = 250; Range = RuneIndex == 4 ? 20 : 40; Priority = SkillPriority.Medium; PreCast = new SkillPreCast((SkillPrecastFlags.CheckPlayerIncapacitated | SkillPrecastFlags.CheckEnergy | SkillPrecastFlags.CheckCanCast)); PreCast.Criteria += (s) => !Hotbar.HasDebuff(SNOPower.Succubus_BloodStar); SingleUnitCondition.Add(new UnitTargetConditions(TargetProperties.None, maxdistance: Range, MinimumHealthPercent: 0.95d, falseConditionalFlags: TargetProperties.Normal | TargetProperties.Fast)); //Any unit when our energy is greater than 90%! SingleUnitCondition.Add(new UnitTargetConditions { TrueConditionFlags = TargetProperties.None, Criteria = (unit) => FunkyGame.Hero.dCurrentEnergyPct > 0.9d, MaximumDistance = Range, FalseConditionFlags = TargetProperties.LowHealth, }); ClusterConditions.Add(new SkillClusterConditions(4d, RuneIndex == 4 ? 20f : 40f, 2, true)); FcriteriaCombat = (u) => !FunkyGame.Hero.Class.bWaitingForSpecial; }
protected override void Awake() { base.Awake(); hotbar = Inventory as Hotbar; hotbar.OnSelectionChange.AddListener(UpdateSelectionFrame); }
public override void Initialize() { WaitVars = new WaitLoops(0, 1, true); Cost = 10; if (RuneIndex != 4) { IsDestructiblePower = true; Range = 50; Priority = SkillPriority.Medium; PreCast = new SkillPreCast((SkillPrecastFlags.CheckPlayerIncapacitated | SkillPrecastFlags.CheckEnergy)); ClusterConditions.Add(new SkillClusterConditions(4d, 40, 2, true)); SingleUnitCondition.Add(new UnitTargetConditions(TargetProperties.None, maxdistance: 50, MinimumHealthPercent: 0.95d, falseConditionalFlags: TargetProperties.Normal)); FcriteriaCombat = (u) => !FunkyGame.Hero.Class.bWaitingForSpecial && ((!Hotbar.HasPower(SNOPower.DemonHunter_ClusterArrow)) || LastUsedMilliseconds >= 110000); } else { //Shuriken Cloud _executiontype = SkillExecutionFlags.Buff; PreCast = new SkillPreCast(SkillPrecastFlags.CheckCanCast); Priority = SkillPriority.High; IsBuff = true; FcriteriaBuff = () => !Hotbar.HasBuff(SNOPower.DemonHunter_Chakram); FcriteriaCombat = (u) => !Hotbar.HasBuff(SNOPower.DemonHunter_Chakram); } }
/// <summary> /// This will find a safe place to stand in both Kiting and Avoidance situations /// </summary> /// <param name="isStuck"></param> /// <param name="stuckAttempts"></param> /// <param name="dangerPoint"></param> /// <param name="shouldKite"></param> /// <param name="avoidDeath"></param> /// <returns></returns> internal static Vector3 FindSafeZone(bool isStuck, int stuckAttempts, Vector3 dangerPoint, bool shouldKite = false, IEnumerable <GilesObject> monsterList = null) { if (!isStuck) { if (shouldKite && DateTime.Now.Subtract(lastFoundSafeSpot).TotalMilliseconds <= 1500 && lastSafeZonePosition != Vector3.Zero) { return(lastSafeZonePosition); } else if (DateTime.Now.Subtract(lastFoundSafeSpot).TotalMilliseconds <= 800 && lastSafeZonePosition != Vector3.Zero) { return(lastSafeZonePosition); } hasEmergencyTeleportUp = ( // Leap is available (!PlayerStatus.IsIncapacitated && Hotbar.Contains(SNOPower.Barbarian_Leap) && DateTime.Now.Subtract(GilesTrinity.dictAbilityLastUse[SNOPower.Barbarian_Leap]).TotalMilliseconds >= GilesTrinity.dictAbilityRepeatDelay[SNOPower.Barbarian_Leap]) || // Whirlwind is available (!PlayerStatus.IsIncapacitated && Hotbar.Contains(SNOPower.Barbarian_Whirlwind) && ((PlayerStatus.PrimaryResource >= 10 && !PlayerStatus.WaitingForReserveEnergy) || PlayerStatus.PrimaryResource >= GilesTrinity.MinEnergyReserve)) || // Tempest rush is available (!PlayerStatus.IsIncapacitated && Hotbar.Contains(SNOPower.Monk_TempestRush) && ((PlayerStatus.PrimaryResource >= 20 && !PlayerStatus.WaitingForReserveEnergy) || PlayerStatus.PrimaryResource >= GilesTrinity.MinEnergyReserve)) || // Teleport is available (!PlayerStatus.IsIncapacitated && Hotbar.Contains(SNOPower.Wizard_Teleport) && PlayerStatus.PrimaryResource >= 15 && PowerManager.CanCast(SNOPower.Wizard_Teleport)) || // Archon Teleport is available (!PlayerStatus.IsIncapacitated && Hotbar.Contains(SNOPower.Wizard_Archon_Teleport) && PowerManager.CanCast(SNOPower.Wizard_Archon_Teleport)) ); // Wizards can look for bee stings in range and try a wave of force to dispel them if (!shouldKite && PlayerStatus.ActorClass == ActorClass.Wizard && Hotbar.Contains(SNOPower.Wizard_WaveOfForce) && PlayerStatus.PrimaryResource >= 25 && DateTime.Now.Subtract(GilesTrinity.dictAbilityLastUse[SNOPower.Wizard_WaveOfForce]).TotalMilliseconds >= GilesTrinity.dictAbilityRepeatDelay[SNOPower.Wizard_WaveOfForce] && !PlayerStatus.IsIncapacitated && GilesTrinity.hashAvoidanceObstacleCache.Count(u => u.ActorSNO == 5212 && u.Location.Distance(PlayerStatus.CurrentPosition) <= 15f) >= 2 && (ZetaDia.CPlayer.PassiveSkills.Contains(SNOPower.Wizard_Passive_CriticalMass) || PowerManager.CanCast(SNOPower.Wizard_WaveOfForce))) { ZetaDia.Me.UsePower(SNOPower.Wizard_WaveOfForce, Vector3.Zero, PlayerStatus.WorldDynamicID, -1); } } float fHighestWeight = 0f; Vector3 vBestLocation = Vector3.Zero; if (monsterList == null) { monsterList = new List <GilesObject>(); } vBestLocation = newFindSafeZone(dangerPoint, shouldKite, isStuck); fHighestWeight = 1; // Loop through distance-range steps if (fHighestWeight > 0) { lastFoundSafeSpot = DateTime.Now; lastSafeZonePosition = vBestLocation; } return(vBestLocation); }
public void UpdateHotbarSelected(Hotbar inventory) { inventory.GetComponentsInChildren <Image>()[previousIndex * 2].color = COLOUR_HOTBAR_DEFAULT; inventory.GetComponentsInChildren <Image>()[hotbarNum * 2].color = COLOUR_HOTBAR_SELECTED; previousIndex = hotbarNum; //Set the held item parent.SetHeldItem(GetHotbarItem(), false); }
public void Start() { hotbar = GameObject.Find("Player").GetComponent <Hotbar>(); if (hotbar.Items.Count > 0) { attacking = ((Weapon1)hotbar.Items[0]).attacking; } }
public override void Init() { base.Init(); var canvasFab = Resources.Load(MAIN_UI_PREFAB_PATH); _mainCanvas = Object.Instantiate((GameObject)canvasFab, null); Hotbar = _mainCanvas.GetComponentInChildren <Hotbar>(); }
public void ParseHotbar(ref Hotbar bar) { for (int i = 0; i < bar.hotbar.Count; ++i) { mSlots[i].Register(bar.hotbar[i]); mSlots[i].Refresh(); } }
public Weapon1(GameObject weapon) { Slash = weapon; index = 0; currentTime = Time.timeSinceLevelLoad; animator = Slash.GetComponent <Animator>(); bar = GameObject.Find("Player").GetComponent <Hotbar>(); }
void Start() { inventoryScript = GameObject.FindGameObjectWithTag("Player").GetComponent <Inventory>(); hotbarScript = inventoryScript.GetComponent <Hotbar>(); chestUIScript = inventoryScript.GetComponent <ChestUI>(); rTransform = GetComponent <RectTransform>(); UITransform = GameObject.Find("UI").GetComponent <RectTransform>(); }
public long Insert(Hotbar hotbar, long gameOptionsId) { return(QueryFactory.Query(TableName).InsertGetId <long>(new { slots = JsonConvert.SerializeObject(hotbar.Slots), game_options_id = gameOptionsId })); }
private static bool DoesNotHaveMonkMantraAbility() { return (!Hotbar.Contains(SNOPower.X1_Monk_MantraOfConviction_v2) && !Hotbar.Contains(SNOPower.X1_Monk_MantraOfEvasion_v2) && !Hotbar.Contains(SNOPower.X1_Monk_MantraOfHealing_v2) && !Hotbar.Contains(SNOPower.X1_Monk_MantraOfRetribution_v2)); }
public override void AddRecipeGroups() { if (!Main.dedServ) { try { itemBrowser = new ItemBrowser(this); itemBrowser.SetDefaultPosition(new Vector2(80, 300)); itemBrowser.Visible = false; npcBrowser = new NPCBrowser(this); npcBrowser.SetDefaultPosition(new Vector2(30, 180)); npcBrowser.Visible = false; recipeBrowser = new RecipeBrowserWindow(this); recipeBrowser.SetDefaultPosition(new Vector2(30, 180)); recipeBrowser.Visible = false; extendedCheatMenu = new ExtendedCheatMenu(this); extendedCheatMenu.SetDefaultPosition(new Vector2(120, 180)); extendedCheatMenu.Visible = false; paintToolsHotbar = new PaintToolsHotbar(this); // paintToolsHotbar.SetDefaultPosition(new Microsoft.Xna.Framework.Vector2(120, 180)); paintToolsHotbar.Visible = false; paintToolsHotbar.Hide(); paintToolsUI = new PaintToolsUI(this); paintToolsUI.SetDefaultPosition(new Vector2(30, 180)); paintToolsUI.Visible = false; quickTeleportHotbar = new QuickTeleportHotbar(this); quickTeleportHotbar.Visible = false; quickTeleportHotbar.Hide(); quickClearHotbar = new QuickClearHotbar(this); quickClearHotbar.Visible = false; quickClearHotbar.Hide(); npcButchererHotbar = new NPCButchererHotbar(this); npcButchererHotbar.Visible = false; npcButchererHotbar.Hide(); //eventManagerHotbar = new EventManagerHotbar(this); //eventManagerHotbar.Visible = false; //eventManagerHotbar.Hide(); hotbar = new Hotbar(this); //hotbar.Position = new Microsoft.Xna.Framework.Vector2(120, 180); hotbar.Visible = true; hotbar.Hide(); } catch (Exception e) { ErrorLogger.Log(e.ToString()); } } }
void Start() { tooltip = GameObject.Find("Tooltip"); tooltip.SetActive(false); hotbar = GameObject.Find("Hotbar").GetComponent <Hotbar>(); greenTextColor = ColorUtility.ToHtmlStringRGBA(greenColor); }
public override void CopyToInventory(IWindow inventoryWindow) { var window = (InventoryWindow)inventoryWindow; Copying = true; MainInventory.CopyTo(window.MainInventory); Hotbar.CopyTo(window.Hotbar); Copying = false; }
public static void WitchDoctorOnLevelUp(object sender, EventArgs e) { if (ZetaDia.Me.ActorClass != ActorClass.Witchdoctor) { return; } if (!BelphegorSettings.Instance.EnableLevelUpSkilling) { return; } int myLevel = ZetaDia.Me.Level; Log.InfoFormat("Player leveled up, congrats! Your level is now: {0}", myLevel ); // Set Lashing tail kick once we reach level 2 if (myLevel == 2) { ZetaDia.Me.SetActiveSkill(SNOPower.Witchdoctor_GraspOfTheDead, -1, 1); Log.Info("Setting Grasp of the Dead as Secondary"); } // Set Dead reach it's better then Fists of thunder imo. if (myLevel == 3) { ZetaDia.Me.SetActiveSkill(SNOPower.Witchdoctor_CorpseSpider, -1, 0); Log.Info("Setting Grasp of the Dead as Secondary"); } // Make sure we set binding flash, useful spell in crowded situations! if (myLevel == 4) { ZetaDia.Me.SetActiveSkill(SNOPower.Witchdoctor_SummonZombieDog, -1, 2); Log.Info("Setting Summon Zombie Dogs as Defensive"); } // Make sure we set Dashing strike, very cool and useful spell great opener. if (myLevel == 9) { ZetaDia.Me.SetActiveSkill(SNOPower.Witchdoctor_SoulHarvest, -1, 3); Log.Info("Setting Sould Harvest as Terror"); } if (myLevel == 10) { ZetaDia.Me.SetTraits(SNOPower.Witchdoctor_Passive_JungleFortitude); } if (myLevel == 13) { ZetaDia.Me.SetTraits(SNOPower.Witchdoctor_Passive_SpiritualAttunement); } Hotbar.Update(); }
void Start() { hotbar = this; slots = new GameObject[size]; for (int i = 0; i < size; i++) { slots[i] = (GameObject)Instantiate(slotPrefab, Vector3.zero, Quaternion.identity); slots[i].transform.SetParent(gameObject.transform, false); } slots[currentSlot].transform.localScale = Vector3.one * 1.1f; }
public void SetupInventory() { hotbar = GetComponent<Hotbar>(); mainWeightText = GameObject.Find("TextWeight").GetComponent<Text>(); backpackWeightText = GameObject.Find("TextWeightBackpack").GetComponent<Text>(); backpackContainer = GameObject.Find("BackpackContainer"); equipment = GameObject.Find("PanelEquipmentSlots").GetComponent<Equipment>(); database = GetComponent<ItemDatabase>(); slotCount = 18; inventoryPanel = GameObject.Find("PanelInventory"); slotPanel = inventoryPanel.transform.FindChild("PanelSlotsMain").gameObject; playerUI = GameObject.Find("PlayerUI"); inventoryContainer = playerUI.transform.FindChild("InventoryContainer").gameObject; CreateMainSlots(); CreateBackpackSlots(); equipment.CreateEquipmentSlots(); CreateHotbarSlots(); hotbar.SetupHotbar(); AddItem(0); AddItem(1); AddItem(2); AddItem(2); AddMultipleItems(3, 100); }
void Awake() { hotbar = GameObject.Find("Inventory").GetComponent<Hotbar>(); database = GameObject.Find("Inventory").GetComponent<ItemDatabase>(); }
void Start() { hotbar = GameObject.Find("Inventory").GetComponent<Hotbar>(); weaponDatabase = GameObject.Find("Inventory").GetComponent<WeaponDatabase>(); ammoDatabase = GameObject.Find("Inventory").GetComponent<AmmoDatabase>(); inventory = GameObject.Find("Inventory").GetComponent<Inventory>(); itemDatabase = GameObject.Find("Inventory").GetComponent<ItemDatabase>(); audioSource = gameObject.AddComponent<AudioSource>(); totalAmmoText = GameObject.Find("TotalAmount").GetComponent<Text>(); currentAmmoText = GameObject.Find("ClipAmount").GetComponent<Text>(); }