// Use this for initialization void Start() { if(singleton == null) { singleton = this; } }
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()); }
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); }
private void ReinitializeGame() { this.hero = new Hero(Content); this.heroInventory = new InventoryGUI(this.hero); this.xMap = 0; this.yMap = 0; }
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; }
// 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>()); * }*/ }
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 }
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. } } }
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; }
/** 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); } } }
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); } }
// 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(); }
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); } }
// 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); } }
// 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(); }
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); } }
void Awake() { _movement = FindObjectOfType <PlayerController>(); _interactor = FindObjectOfType <Interactor>(); _inventoryGui = FindObjectOfType <InventoryGUI>(); }
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)); }
void Awake() { instance = this; //UpdateOnLoad(); }
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"); }
public static void setInventoryGUI(InventoryGUI i) { inventoryGUI = i; isShown = false; }
void Awake() { instance = this; Messenger.AddListener("selectedCharChanged", selectedCharChanged); }
void Awake() { plrgui = GameObject.Find("Player").GetComponent<PlayerGUI>(); invgui = (InventoryGUI)GameObject.Find("GUIComponents").GetComponent("InventoryGUI"); }
public void GiveGuiControl(InventoryGUI guiControl) { Gui = guiControl; }
void Start() { inventoryGUI = FindObjectOfType <InventoryGUI>(); }
//inventoryguiScript = FindObjectOfType(typeof(Inventory_GUI)); void Awake() { inventoryguiScript = gameObject.GetComponent <InventoryGUI>(); }
void Awake() { instance = this; Messenger.AddListener("selectedCharChanged", selectedCharChanged); }
public void Show(Unit Unit, InventoryGUI.Mode mode) { m_ShowUnit = Unit; ShowMode = mode; base.Show(true); }
// 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); } } } } }
//inventoryguiScript = FindObjectOfType(typeof(Inventory_GUI)); void Awake() { inventoryguiScript = gameObject.GetComponent<InventoryGUI>(); }
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 }