Inheritance: MonoBehaviour
示例#1
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 // Use this for initialization
 void Start()
 {
     if(singleton == null)
     {
         singleton = this;
     }
 }
示例#2
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        public static void NewGame()
        {
            Objects      = new List <GameObject> ();
            Map          = new Tile[MAP_WIDTH, MAP_HEIGHT];
            Log          = new List <Message>();
            abilityGUI   = new AbilityGUI();
            statusGUI    = new StatusGUI();
            equipmentGUI = new EquipmentGUI(5);
            inventoryGUI = new InventoryGUI();

            Map = MapMaker.MakeTunnelMap(false);

            miniMap = new MiniMap(30, 20, Map);

            PlayerObject               = new GameObject(StartPosition.x, StartPosition.y, "hero", 120, 200, (int)(0.05 * Game1.WIDTH - 124.21), (int)(0.61 * Game1.HEIGHT - 670));
            PlayerObject.Player        = new Player(10);
            PlayerObject.Player.Owner  = PlayerObject;
            PlayerObject.Fighter       = new Fighter(2, 5, 0, 0);
            PlayerObject.Fighter.Owner = PlayerObject;

            Objects.Add(PlayerObject);
            DeathScreen.OnStart();
            Started  = true;
            ToRemove = new List <GameObject>();

            GoToPlaying();

            //Console.Out.WriteLine(PlayerObject.x.ToString() + ";" + PlayerObject.y.ToString());
            //Console.Out.WriteLine("Position : " + PlayerObject.Position.x.ToString() + ";" + PlayerObject.Position.y.ToString());
            //Console.Out.WriteLine("InventoryWidth:" + InventoryWidth.ToString());
        }
示例#3
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 private void Start()
 {
     m_guimaster          = (GUI3dMaster)Object.FindObjectOfType(typeof(GUI3dMaster));
     m_inventory          = (InventoryGUI)Object.FindObjectOfType(typeof(InventoryGUI));
     m_client             = (LidClient)Object.FindObjectOfType(typeof(LidClient));
     m_craftableItems     = new List <ItemDef> [m_btnPages.Length];
     m_craftableItemTypes = new List <int> [m_btnPages.Length];
     m_itemList           = new string[m_btnPages.Length];
     for (int i = 0; i < m_btnPages.Length; i++)
     {
         m_craftableItems[i]     = new List <ItemDef>();
         m_craftableItemTypes[i] = new List <int>();
         m_itemList[i]           = string.Empty;
     }
     m_txtItems.text = string.Empty;
     for (int j = 0; j < 254; j++)
     {
         ItemDef itemDef = Items.GetItemDef(j);
         if (Items.IsCraftable(j) && itemDef.ident != null)
         {
             m_craftableItems[itemDef.rankReq].Add(itemDef);
             m_craftableItemTypes[itemDef.rankReq].Add(j);
             string reference = m_itemList[itemDef.rankReq];
             reference = reference + LNG.Get(itemDef.ident) + "\n";
         }
     }
     ActivatePage(0);
 }
示例#4
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        private void ReinitializeGame()
        {
            this.hero          = new Hero(Content);
            this.heroInventory = new InventoryGUI(this.hero);

            this.xMap = 0;
            this.yMap = 0;
        }
示例#5
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 public void Start()
 {
     this.inventoryGUI = GameObject.Find("InventoryGUI").GetComponent <InventoryGUI>();
     this.player       = GameObject.Find("Player").GetComponent <Player>();
     this.inventory    = player.inventory;
     //if (this.inventory == null) Debug.Log ("Slot "+this.slotIndex+" has a problem");
     this.selected = false;
 }
示例#6
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 // Use this for initialization
 void Start()
 {
     _gui       = GetComponentInParent <InventoryGUI>();
     _inventory = GameObject.FindGameObjectWithTag("Player").GetComponent <Inventory>();
     _network   = GameObject.Find("DatabaseManager").GetComponent <NetworkManager>();
     _itemImage = gameObject.transform.GetChild(0).GetComponent <Image>();
     Sstacks    = gameObject.transform.GetChild(1).GetComponent <Text>();
 }
 // Use this for initialization
 void Start()
 {
     _gui        = GetComponentInParent <PlayerGUI>();
     _player     = GameObject.FindGameObjectWithTag("Player").GetComponent <PlayerController>();
     _inventory  = GameObject.FindGameObjectWithTag("InventoryCanvas").GetComponent <GUIManager>().inventoryGUI;
     _itemImage  = GetComponentInChildren <Image>();
     _baseSprite = GetDefaultSprite();
 }
//    public List<InventorySlot> Grids = new List<InventorySlot>();

    private void Awake()
    {
        instance = this;
        //    gameObject.SetActive(false);

        /*  foreach(Transform child in grid.transform)
         * {
         *    Grids.Add(child.GetComponent<InventorySlot>());
         * }*/
    }
示例#9
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        protected override void Initialize()
        {
            #region Initialize Input and States

            this.mouseInput    = new MouseInput();    // Initialize Mouse Input Constructor
            this.keyboardInput = new KeyboardInput(); // Initialize Keyboard Input Constructor
            this.gState        = GameState.Menu;      // Initialize first Game State.

            #endregion

            this.menu  = new Menu();  // Create Main Menu.
            this.pause = new Pause(); // Create Pause Menu.

            this.opacity = new Color(255, 255, 255, 180);

            #region Initialize Levels

            this.levels    = new Level[5, 2];
            this.xMap      = 0;
            this.xMapBound = this.levels.GetLength(0) - 1;
            this.yMap      = 0;
            this.yMapBound = this.levels.GetLength(1) - 1;

            this.levels[0, 0] = new Level("Content/Levels/00.txt", "Loc : [0, 0]");
            this.levels[1, 0] = new Level("Content/Levels/10.txt", "Loc : [1, 0]");
            this.levels[2, 0] = new Level("Content/Levels/20.txt", "Loc : [2, 0]");
            this.levels[3, 0] = new Level("Content/Levels/30.txt", "Loc : [3, 0]");
            this.levels[4, 0] = new Level("Content/Levels/40.txt", "Loc : [4, 0]");

            this.levels[0, 1] = new Level("Content/Levels/01.txt", "Loc : [0, 1]");
            this.levels[1, 1] = new Level("Content/Levels/11.txt", "Loc : [1, 1]");
            this.levels[2, 1] = new Level("Content/Levels/21.txt", "Loc : [2, 1]");
            this.levels[3, 1] = new Level("Content/Levels/31.txt", "Loc : [3, 1]");
            this.levels[4, 1] = new Level("Content/Levels/41.txt", "Loc : [4, 1]");

            #endregion

            #region Initialize Hero

            this.hero          = new Hero(Content);
            this.heroInventory = new InventoryGUI(this.hero);

            #endregion

            this.fight = new Fight(hero, new NullEnemy(Content));

            this.saveLoad = new SaveLoad(hero, xMap, yMap);

            base.Initialize();                  // General Core Initialization

            Mouse.WindowHandle = Window.Handle; // Make Mouse position relative to game window
        }
示例#10
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 void  Start()
 {
     TheInventory  = gameObject.GetComponent <InventoryGUI>();
     TheTextures   = gameObject.GetComponent <PlayerInventory>();
     loadingScript = gameObject.GetComponent <LoadingScreen>();
     for (int i = 0; i < PlayerInventory.itemPlayersAmount.Length; i++) // for loop die checkt hoeveel items er in playersAmount zit.
     {
         if (PlayerInventory.itemPlayersAmount[i] > 0)                  // kijken of een item uberhaupt een aantal heeft
         {
             TheInventory.Grids[i].image = TheTextures.itemTexture[i];  // zorgt ervoor dat de juiste image bij de correcte ID komt.
         }
     }
 }
    private void Start()
    {
        m_guimaster = (GUI3dMaster)Object.FindObjectOfType(typeof(GUI3dMaster));
        m_inventory = (InventoryGUI)Object.FindObjectOfType(typeof(InventoryGUI));
        GameObject gameObject = (GameObject)Object.Instantiate(m_steamItemPrefab);

        m_itemText     = gameObject.GetComponentInChildren <TextMesh>();
        m_itemRenderer = gameObject.GetComponentInChildren <MeshCollider>();
        gameObject.transform.parent        = m_guiParent.transform;
        gameObject.transform.localPosition = new Vector3(-0.29f, 0.245f, -0.04f);
        gameObject.transform.localRotation = Quaternion.identity;
        gameObject.transform.localScale    = Vector3.one * 0.8f;
    }
    void Start()
    {
        TheInventory = gameObject.GetComponent<InventoryGUI>();
        TheTextures = gameObject.GetComponent<PlayerInventory>();
        loadingScript = gameObject.GetComponent<LoadingScreen>();
        for(int i= 0; i <PlayerInventory.itemPlayersAmount.Length; i++) // for loop die checkt hoeveel items er in playersAmount zit.
        {
            if (PlayerInventory.itemPlayersAmount[i] > 0) // kijken of een item uberhaupt een aantal heeft
            {
                TheInventory.Grids[i].image = TheTextures.itemTexture[i];  // zorgt ervoor dat de juiste image bij de correcte ID komt.
            }

        }
    }
示例#13
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 private void Start()
 {
     m_path            = new NavMeshPath();
     m_client          = (LidClient)UnityEngine.Object.FindObjectOfType(typeof(LidClient));
     m_inventory       = (InventoryGUI)UnityEngine.Object.FindObjectOfType(typeof(InventoryGUI));
     m_communicator    = (QmunicatorGUI)UnityEngine.Object.FindObjectOfType(typeof(QmunicatorGUI));
     m_itemGui         = (ItemGUI)UnityEngine.Object.FindObjectOfType(typeof(ItemGUI));
     m_popupGui        = (PopupGUI)UnityEngine.Object.FindObjectOfType(typeof(PopupGUI));
     m_repairNpcs      = (RepairingNpc[])UnityEngine.Object.FindObjectsOfType(typeof(RepairingNpc));
     m_tooltipText     = m_tooltip.GetComponentInChildren <TextMesh>();
     m_tooltipHudRText = m_tooltipHudR.GetComponentInChildren <TextMesh>();
     m_tooltipHudLText = m_tooltipHudL.GetComponentInChildren <TextMesh>();
     ResetTarget();
     m_buySellPos = m_invalidPos;
 }
示例#14
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 /** Iterate through the inventory and make stuff permanent that should be. */
 public void ProcessAllItems()
 {
     foreach (string item in permanence.Keys)
     {
         InventoryGUI inv = Controller.Get.Inventory;
         if (permanence[item] == true &&
             inv.GetItem(item) != null &&
             !inv.HasPersistentItem(item))
         {
             InventoryItem invItem = inv.GetItem(item);
             inv.RemoveItem(invItem);
             inv.AddPersistentItem(invItem);
         }
     }
 }
示例#15
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 public void toggleInventory()
 {
     if (InventoryGUI.isShown)
     {
         InventoryGUI.setInventoryShown(false);
     }
     else
     {
         GameObject basee = (GameObject)GameObject.Find("Base");
         if (basee != null)
         {
             BaseManager bm = basee.GetComponent <BaseManager>();
             bm.setInventory(character);
         }
         InventoryGUI.setInventoryShown(true);
     }
 }
示例#16
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 // Update is called once per frame
 void Update()
 {
     if (Input.GetMouseButtonDown(0))
     {
         Debug.Log(isShown);
     }
     if (Input.GetMouseButtonDown(0) && isShown)
     {
         if (overlayObjects.Count > 0)
         {
             selectItem();
         }
     }
     if (Input.GetMouseButtonUp(0) && isShown)
     {
         InventoryGUI.deselectItem();
     }
     moveSelectedItem();
 }
示例#17
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    public override void tick()
    {
        if (openInventory)
        {
            InventoryGUI gui = ScriptableObject.CreateInstance <InventoryGUI>();
            gui.init(this);
            GUIManager.addGUI(gui, 2);
            openInventory = false;
        }
        //ADDS
        while (itemsToAdd.Count > 0)
        {
            //if (!items.Contains (itemsToAdd [0]))
            items.Add(itemsToAdd [0]);
            itemsToAdd.RemoveAt(0);
        }
        //USES
        while (itemsToUse.Count > 0)
        {
            if (items.Contains(itemsToUse [0]))
            {
                itemsToUse[0].use();
            }
            itemsToUse.RemoveAt(0);
        }
        //REMOVES
        while (itemsToRemove.Count > 0)
        {
            if (items.Contains(itemsToRemove [0]))
            {
                items.Remove(itemsToRemove [0]);
            }
            itemsToRemove.RemoveAt(0);
        }

        while (events.Count > 0)
        {
            Game.main.eventFinished(events[0]);
            events.RemoveAt(0);
        }
    }
示例#18
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    // Update is called once per frame
    void Update()
    {
        if (!fired)
        {
            fired = true;

            for (int i = 0; i < lights.Length; i++)
            {
                if (lights[i] != null)
                {
                    lights[i].enabled = false;
                }
            }
        }

        if (Time.time > delay1)
        {
            InventoryGUI.SetInteractiveDisplay("Look at things. Press E to interact with them.", 3);
            Destroy(obj);
        }
    }
示例#19
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    // Use this for initialization
    void Start()
    {
        _inventoryGUI = transform.parent.parent.gameObject.GetComponentsInChildren <InventoryGUI>(true)[0];
        _network      = GameObject.Find("DatabaseManager").GetComponent <NetworkManager>();

        _infoText        = Info.GetComponentInChildren <Text>();
        _contextMenuText = ContextMenu.GetComponentsInChildren <Text>(true)[0];
        foreach (Text t in Tooltip.GetComponentsInChildren <Text>(true))
        {
            if (t.name == "Name")
            {
                _tooltipName = t;
            }
            else if (t.name == "Stats")
            {
                _tooltipText = t;
            }
        }

        var upgradeSlot = UpgradeSlot.GetComponent <UpgradeSlot>();
        var consumeSlot = ConsumeSlot.GetComponent <UpgradeSlot>();
        var resultSlot  = ResultSlot.GetComponent <UpgradeSlot>();

        upgradeSlot.Inventory = _inventoryGUI;
        consumeSlot.Inventory = _inventoryGUI;
        resultSlot.Inventory  = _inventoryGUI;
        upgradeSlot.Network   = _network;
        consumeSlot.Network   = _network;
        resultSlot.Network    = _network;
        upgradeSlot.GUI       = this;
        consumeSlot.GUI       = this;
        resultSlot.GUI        = this;

        _firstOpen = true;
        UpdateInfo();
    }
示例#20
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 private void SendAuth()
 {
     if (m_client != null && m_client.ConnectionStatus == NetConnectionStatus.Connected && m_serverCon != null)
     {
         m_chat         = (ComChatGUI)Object.FindObjectOfType(typeof(ComChatGUI));
         m_inventory    = (InventoryGUI)Object.FindObjectOfType(typeof(InventoryGUI));
         m_hud          = (Hud)Object.FindObjectOfType(typeof(Hud));
         m_map          = (MapGUI)Object.FindObjectOfType(typeof(MapGUI));
         m_partyGui     = (PartyGUI)Object.FindObjectOfType(typeof(PartyGUI));
         m_popupGui     = (PopupGUI)Object.FindObjectOfType(typeof(PopupGUI));
         m_clientInput  = (ClientInput)Object.FindObjectOfType(typeof(ClientInput));
         m_missionObjs  = (MissionObjective[])Object.FindObjectsOfType(typeof(MissionObjective));
         m_specialAreas = (SpecialArea[])Object.FindObjectsOfType(typeof(SpecialArea));
         Debug.Log("Connected to server ... loading level complete ... send AUTH at " + Time.time);
         NetOutgoingMessage netOutgoingMessage = m_serverCon.Peer.CreateMessage();
         netOutgoingMessage.Write(MessageIds.Auth);
         netOutgoingMessage.Write(m_name);
         netOutgoingMessage.Write(m_pwhash);
         netOutgoingMessage.Write(m_id);
         netOutgoingMessage.Write("1.0.1");
         netOutgoingMessage.Write((byte)PlayerPrefs.GetInt("prefAppearance", 0));
         m_serverCon.SendMessage(netOutgoingMessage, NetDeliveryMethod.ReliableOrdered, 1);
     }
 }
示例#21
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 void Awake()
 {
     _movement     = FindObjectOfType <PlayerController>();
     _interactor   = FindObjectOfType <Interactor>();
     _inventoryGui = FindObjectOfType <InventoryGUI>();
 }
示例#22
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 void Start()
 {
     this.inventory = GameObject.Find("InventoryGUI").GetComponent <InventoryGUI>();
     this.selected  = false;
 }
 // Use this for initialization
 void Start()
 {
     m_Inventory = this.transform.Find("InventoryGUI").gameObject.GetComponent<InventoryGUI>();
     m_LootWindow = this.transform.Find("LootWindowGUI").gameObject.GetComponent<LootWindowGUI>();
     m_Backpack = this.transform.Find("BackpackGUI").gameObject.GetComponent<BackpackGUI>();
     m_Equipment = this.transform.Find("EquipmentGUI").gameObject.GetComponent<EquipmentGUI>();
     m_ItemDrag = this.transform.Find("ItemDragGUI").gameObject.GetComponent<ItemDragGUI>();
 }
	private void Start()
	{
		m_client = (LidClient)Object.FindObjectOfType(typeof(LidClient));
		m_msgBar = GetComponent<MessageBarGUI>();
		m_inventoryGui = (InventoryGUI)Object.FindObjectOfType(typeof(InventoryGUI));
	}
示例#25
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 void Awake()
 {
     instance = this;
     //UpdateOnLoad();
 }
示例#26
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 private void Start()
 {
     GUI = InventoryGUI.instance;
     //     GUI.SetInventorySize(numItemSlots);
     //      InventoryGUI.ItemAction += useItem;
 }
    void Start()
    {
        inventory = gameObject.GetComponent<InventoryGUI>();
        score = gameObject.GetComponent<Scores>();
        shakeScript = gameObject.GetComponent<CameraShaking> ();
        fade = gameObject.GetComponent<FadeInScript>();
        false_level1_room1 = GameObject.FindGameObjectsWithTag("false_level1_room1");
        false_level1_room2 = GameObject.FindGameObjectsWithTag("false_level1_room2");
        false_level1_room3 = GameObject.FindGameObjectsWithTag("false_level1_room3");
        false_level1_room4 = GameObject.FindGameObjectsWithTag("false_level1_room4");
        false_level1_room5 = GameObject.FindGameObjectsWithTag("false_level1_room5");

        false_level2_room1 = GameObject.FindGameObjectsWithTag("false_level2_room1");
        false_level2_room2 = GameObject.FindGameObjectsWithTag("false_level2_room2");
        false_level2_room3 = GameObject.FindGameObjectsWithTag("false_level2_room3");
        false_level2_room4 = GameObject.FindGameObjectsWithTag("false_level2_room4");
        false_level2_room5 = GameObject.FindGameObjectsWithTag("false_level2_room5");

        false_level3_room1 = GameObject.FindGameObjectsWithTag("false_level3_room1");
        false_level3_room2 = GameObject.FindGameObjectsWithTag("false_level3_room2");
        false_level3_room3 = GameObject.FindGameObjectsWithTag("false_level3_room3");
        false_level3_room4 = GameObject.FindGameObjectsWithTag("false_level3_room4");
        false_level3_room5 = GameObject.FindGameObjectsWithTag("false_level3_room5");
    }
示例#28
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 public static void setInventoryGUI(InventoryGUI i)
 {
     inventoryGUI = i;
     isShown      = false;
 }
示例#29
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 void Awake()
 {
     instance = this;
     Messenger.AddListener("selectedCharChanged", selectedCharChanged);
 }
示例#30
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 void Awake()
 {
     plrgui = GameObject.Find("Player").GetComponent<PlayerGUI>();
     invgui = (InventoryGUI)GameObject.Find("GUIComponents").GetComponent("InventoryGUI");
 }
示例#31
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 public void GiveGuiControl(InventoryGUI guiControl)
 {
     Gui = guiControl;
 }
 void Start()
 {
     inventoryGUI = FindObjectOfType <InventoryGUI>();
 }
示例#33
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    //inventoryguiScript = FindObjectOfType(typeof(Inventory_GUI));

    void Awake()
    {
        inventoryguiScript = gameObject.GetComponent <InventoryGUI>();
    }
示例#34
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 void Awake()
 {
     instance = this;
     Messenger.AddListener("selectedCharChanged", selectedCharChanged);
 }
 public void Show(Unit Unit, InventoryGUI.Mode mode)
 {
     m_ShowUnit = Unit;
     ShowMode = mode;
     base.Show(true);
 }
示例#36
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    // Update is called once per frame
    void Update()
    {
        if (Input.GetKeyDown(KeyCode.E))
        {
            Ray        ray = Camera.main.ScreenPointToRay(new Vector3(Screen.width / 2, Screen.height / 2, 0));
            RaycastHit hit;

            if (Physics.Raycast(ray, out hit))
            {
                /*
                 * Debug.Log ("Name = " + hit.collider.name);
                 * Debug.Log ("Tag = " + hit.collider.tag);
                 * Debug.Log ("Hit Point = " + hit.point);
                 * Debug.Log ("Object position = " + hit.collider.gameObject.transform.position);
                 * Debug.Log ("--------------");
                 */


                if (hit.collider.tag == "torch" && hit.distance < 6)
                {
                    Destroy(hit.collider.gameObject);
                    GameObject[] torches = GameObject.FindGameObjectsWithTag("flashlight");
                    //GameObject torch= GameObject.FindGameObjectWithTag("flashlight");



                    if (torches != null)
                    {
                        foreach (GameObject torch in torches)
                        {
                            Light light = torch.GetComponent <Light>();
                            light.enabled = !light.enabled;
                        }

                        //	Light light = torch.GetComponent<Light>();
                        //	Light light2 = light.GetComponent<Light>();
                        //	light.enabled = !light.enabled;
                        //	light2.enabled = !light2.enabled;
                    }
                }


                if (hit.collider.tag.Equals("door"))
                {
                    door door = hit.collider.gameObject.GetComponent <door>();
                    door.OpenClose();
                }

                if (hit.collider.tag.Equals("pillow") && hit.distance < 6)
                {
                    controller.changeScene();
                }
                if (hit.collider.tag.Equals("pillow2") && hit.distance < 6)
                {
                    controller2.changeScene();
                }

                /*
                 * >>>>>>> bc478438df0cf479507b8d3515e93010d6e5bed2
                 * if(hit.collider.tag.Equals("switch") && hit.distance < range){
                 *
                 *      InteractiveLight light = hit.collider.gameObject.
                 *      LightSwitch light = hit.collider.gameObject.GetComponent<LightSwitch>();
                 *      light.clicked();
                 *
                 * }
                 */

                if (interactive(hit.collider.tag) && hit.distance < range)
                {
                    GameObject           obj = hit.collider.gameObject;
                    InteractiveBehaviour ib  = obj.GetComponent <InteractiveBehaviour>();
                    InventoryGUI.SetInteractiveDisplay(ib.interactiveDescription, ib.timeToDisplay);
                    Debug.Log("inteact");
                    ib.exec();
                }

                if (pickupable(hit.collider.tag) && hit.distance < range)
                {
                    GameObject    obj  = hit.collider.gameObject;
                    ItemBehaviour item = obj.GetComponent <ItemBehaviour>();

                    // Attempt to pick up item. If successful, remove item from game world.
                    // Play pick-up sound.

                    if (InventoryGUI.hasSpace())
                    {
                        InventoryGUI.addItem(item);
                        AudioSource.PlayClipAtPoint(pickupSound, Camera.main.transform.position);
                        Destroy(obj);
                    }
                }
            }
        }
    }
示例#37
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 //inventoryguiScript = FindObjectOfType(typeof(Inventory_GUI));
 void Awake()
 {
     inventoryguiScript = gameObject.GetComponent<InventoryGUI>();
 }
示例#38
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        public HUD(Hero hero, Entity enemy, Fight fight)
        {
            this.topLeftFrame     = new Vector2(45, 35);
            this.topRightFrame    = new Vector2(445, 35);
            this.bottomLeftFrame  = new Vector2(25, 555);
            this.bottomRightFrame = new Vector2(735, 555);

            this.hero  = hero;
            this.enemy = enemy;

            this.enemyHit = false;
            this.heroHit  = false;

            enemyHitDelay = 0;
            heroHitDelay  = 0;

            this.heroInventory = new InventoryGUI(this.hero, fight);

            this.combatLog = new List <string>();
            this.logPos    = new Vector2(this.topRightFrame.X + 15, this.topRightFrame.Y + 10);

            #region Initialize HP/Mana Bars

            this.heroHpPercentage = (int)((float)this.hero.CurrentHealth / (float)this.hero.MaxHealth * 100.0);

            this.heroHp.Width  = this.heroHpPercentage * 2;
            this.heroHp.Height = 25;
            this.heroHp.X      = Convert.ToInt32(bottomLeftFrame.X + 15);
            this.heroHp.Y      = Convert.ToInt32(bottomLeftFrame.Y + 55);

            this.heroManaPercentage = (int)((float)this.hero.CurrentMana / (float)this.hero.MaxMana * 100.0);

            this.heroMana.Width  = this.heroManaPercentage * 2;
            this.heroMana.Height = 25;
            this.heroMana.X      = Convert.ToInt32(bottomLeftFrame.X + 15);
            this.heroMana.Y      = Convert.ToInt32(bottomLeftFrame.Y + 85);

            this.enemyHpPercentage = (int)((float)this.enemy.CurrentHealth / (float)this.enemy.MaxHealth * 100.0);

            this.enemyHp.Width  = this.enemyHpPercentage * 2;
            this.enemyHp.Height = 25;
            this.enemyHp.X      = Convert.ToInt32(bottomRightFrame.X + 15);
            this.enemyHp.Y      = Convert.ToInt32(bottomRightFrame.Y + 55);

            this.enemyManaPercentage = (int)((float)this.enemy.CurrentMana / (float)this.enemy.MaxMana * 100.0);

            this.enemyMana.Width  = this.enemyManaPercentage * 2;
            this.enemyMana.Height = 25;
            this.enemyMana.X      = Convert.ToInt32(bottomRightFrame.X + 15);
            this.enemyMana.Y      = Convert.ToInt32(bottomRightFrame.Y + 85);

            #endregion

            choiceHUD   = ChoiceHUD.Blank;
            menuHUD     = MenuHUD.Main;
            spellChoice = SpellChoice.Blank;

            #region Initialize Button Position

            this.button1 = new Vector2(topLeftFrame.X + 15, topLeftFrame.Y + 80);
            this.button2 = new Vector2(topLeftFrame.X + 210, topLeftFrame.Y + 80);
            this.button3 = new Vector2(topLeftFrame.X + 15, topLeftFrame.Y + 125);
            this.button4 = new Vector2(topLeftFrame.X + 210, topLeftFrame.Y + 125);

            this.buttonN = new Vector2(this.topLeftFrame.X + 190, this.topLeftFrame.Y + 15);
            this.buttonP = new Vector2(this.topLeftFrame.X + 115, this.topLeftFrame.Y + 15);

            #endregion
        }