示例#1
0
 private void Start()
 {
     persistentInventoryObject = GameObject.Find("PersistentInventory");
     inv = GameObject.Find("InventoryObject").GetComponent <Inventory>();
     persistentInventory = persistentInventoryObject.GetComponent <PersistentInventoryScript>();
     tooltip             = inv.GetComponent <Tooltip>();
 }
示例#2
0
 private void Start()
 {
     player    = GameObject.Find("Player");
     inventory = GameObject.FindObjectOfType <PersistentInventoryScript>();
     SetConfirmationScreenInvisible();
     SetSavedGamePanelInvisible();
     inPauseMenu = true;
 }
示例#3
0
    private void OnTriggerEnter(Collider other)
    {
        if (other.GetComponentInParent <Nameplate>() != null)
        {
            Debug.Log(other.GetComponentInParent <Nameplate>().nameplateName);
        }

        Script = GameObject.Find("PersistentInventory").GetComponent <PersistentInventoryScript>();
        string Shopnaam = other.GetComponentInParent <Nameplate>().nameplateName;

        Script.shopType = Shopnaam;
        PlayerPrefsManager.SetCurrentScene(SceneManager.GetActiveScene().name);
        PlayerPrefsManager.SetPositionInLevel(SceneManager.GetActiveScene().name, player);
    }
示例#4
0
 private void Start()
 {
     persistentInventoryObject = GameObject.Find("PersistentInventory");
     equipmentList             = new GameObject[] { weaponslot, ammoslot, headslot, bodyslot, lowerslot, shoeslot };
     persistentInventory       = persistentInventoryObject.GetComponent <PersistentInventoryScript>();
     database       = GetComponent <ItemDatabase>();
     slotCount      = persistentInventory.slotCount;
     equipmentCount = 6;
     inventoryPanel = GameObject.Find("InventoryPanel");
     slotPanel      = inventoryPanel.transform.FindChild("SlotPanel").gameObject;
     equipmentPanel = inventoryPanel.transform.FindChild("EquipmentPanel").gameObject;
     for (int i = 0; i < slotCount; i++)
     {
         items.Add(new Item());
         slots.Add(Instantiate(inventorySlot));
         slots[i].GetComponent <InventorySlot>().slotID = i;
         slots[i].transform.SetParent(slotPanel.transform);
     }
     for (int i = slotCount; i < equipmentCount + slotCount; i++)
     {
         items.Add(new Item());
         slots.Add(equipmentList[i - slotCount]);
         slots[i].GetComponent <InventorySlot>().slotID = i;
         slots[i].transform.SetParent(equipmentPanel.transform);
     }
     //Zet items van PersistentInventory in normale inventory
     for (int i = 0; i < persistentInventory.itemList.Length / 2; i++)
     {
         if (persistentInventory.itemList[i, 0] != 0)
         {
             for (int x = 0; x < persistentInventory.itemList[i, 1]; x++)
             {
                 AddItem(persistentInventory.itemList[i, 0]);
             }
         }
     }
     //Zet equipmentment van PersistentInventory in normale equipment
     for (int i = 0; i < (persistentInventory.equipmentList.Length / 2); i++)
     {
         if (persistentInventory.equipmentList[i, 0] != 0)
         {
             AddEquipment(persistentInventory.equipmentList[i, 0], i, persistentInventory.equipmentList[i, 1]);
         }
     }
 }
示例#5
0
    private void Start()
    {
        gameManager = GameObject.FindObjectOfType <GameManager>();
        persistentInventoryObject = GameObject.Find("PersistentInventory");
        persistentInventory       = persistentInventoryObject.GetComponent <PersistentInventoryScript>();
        if (persistentInventory.InShop == false)
        {
            knopInventoryShop.SetActive(false);
            KnopGame.SetActive(true);
        }
        else
        {
            knopInventoryShop.SetActive(true);
            KnopGame.SetActive(false);
        }

        player = GameObject.Find("Player");
    }
示例#6
0
 void Start()
 {
     InShop = false;
     DontDestroyOnLoad(persistentInventory);
     Currency = 2000;
     if (instance == null)
     {
         instance = this;
         InShop   = true;
     }
     else
     {
         Destroy(this.gameObject);
         return;
     }
     slotCount = 40;
     itemList  = new int[slotCount, 2];
     addEquipment(809, 1, 4);
 }
示例#7
0
    ///<summary>
    /// Loads te inventory including the saved items
    private void LoadInventory()
    {
        PersistentInventoryScript inventory = GameObject.FindObjectOfType <PersistentInventoryScript>();

        for (int i = 0; i < inventory.equipmentList.GetLength(0); i++)
        {
            for (int inventorySlot = 0; inventorySlot < inventory.equipmentList.GetLength(1); inventorySlot++)
            {
                inventory.removeEquipment(inventorySlot, 0);
            }

            int slot   = PlayerPrefs.GetInt("save_inventory_equipment_" + i + "_slot");
            int id     = PlayerPrefs.GetInt("save_inventory_equipment_" + i + "_id");
            int number = PlayerPrefs.GetInt("save_inventory_equipment_" + i + "_number");

            if (slot == 1)
            {
                // Ranged weapon
                number += 4;
            }
            if (slot == 0)
            {
                // Melee weapon
                number += 5;
            }

            inventory.addEquipment(id, number, slot);
        }

        for (int j = 0; j < inventory.itemList.GetLength(0); j++)
        {
            int slot   = PlayerPrefs.GetInt("save_inventory_items_" + j + "_slot");
            int id     = PlayerPrefs.GetInt("save_inventory_items_" + j + "_id");
            int number = PlayerPrefs.GetInt("save_inventory_items_" + j + "_number");

            for (int num = 0; num <= number; num++)
            {
                inventory.removeItem(0, j);
                inventory.addItem(id, slot);
            }
        }
    }
示例#8
0
 private void Start()
 {
     sInv = GameObject.Find("ShopObject").GetComponent <ShopInventory>();
     persistentInventory = GameObject.Find("PersistentInventory").GetComponent <PersistentInventoryScript>();
     shopTooltip         = sInv.GetComponent <ShopTooltip>();
 }
    void Start()
    {
        PersistentInventory        = GameObject.Find("PersistentInventory").GetComponent <PersistentInventoryScript>();
        PersistentInventory.InShop = true;
        Debug.Log("shopinventory name: " + PersistentInventory.shopType);
        slotCount = PersistentInventory.slotCount;
        database  = GetComponent <ItemDatabase>();
        shopPanel = GameObject.Find("ShopPanel");
        slotPanel = shopPanel.transform.FindChild("SlotPanel").gameObject;
        for (int i = 0; i < slotCount; i++)
        {
            items.Add(new Item());
            slots.Add(Instantiate(shopSlot));
            slots[i].GetComponent <ShopSlot>().slotID = i;
            slots[i].transform.SetParent(slotPanel.transform);
        }
        switch (PersistentInventory.shopType)
        {
        case "Bartender":
            AddItem(100);
            AddItem(102);
            AddItem(103);
            AddItem(104);
            AddItem(106);
            break;

        case "Waiter":
            AddItem(100);
            AddItem(101);
            AddItem(203);
            AddItem(205);
            AddItem(301);
            AddItem(303);
            AddItem(608);
            break;

        case "Chinese Man":
            AddItem(210);
            AddItem(308);
            AddItem(601);
            AddItem(708);
            AddItem(805);
            AddItem(906);
            break;

        case "Hobo":
            AddItem(200);
            AddItem(204);
            AddItem(300);
            AddItem(500);
            AddItem(606);
            AddItem(707);
            AddItem(806);
            AddItem(905);
            break;

        case "Dress Store":
            AddItem(603);
            AddItem(604);
            AddItem(607);
            AddItem(609);
            AddItem(610);
            AddItem(702);
            AddItem(703);
            AddItem(705);
            AddItem(709);
            AddItem(800);
            AddItem(802);
            AddItem(900);
            AddItem(902);
            AddItem(907);
            break;

        case "Clothing Store":
            AddItem(601);
            AddItem(602);
            AddItem(701);
            AddItem(704);
            AddItem(709);
            AddItem(801);
            AddItem(804);
            AddItem(807);
            AddItem(808);
            AddItem(809);
            AddItem(901);
            AddItem(904);
            AddItem(908);
            break;

        case "Goods Store":
            AddItem(201);
            AddItem(202);
            AddItem(206);
            AddItem(212);
            AddItem(302);
            AddItem(304);
            AddItem(307);
            AddItem(400);
            AddItem(401);
            AddItem(402);
            AddItem(403);
            AddItem(501);
            AddItem(502);
            AddItem(503);
            AddItem(909);
            break;

        case "Antique Store":
            AddItem(207);
            AddItem(209);
            AddItem(211);
            AddItem(404);
            AddItem(504);
            AddItem(604);
            AddItem(605);
            AddItem(702);
            AddItem(706);
            AddItem(800);
            AddItem(803);
            AddItem(900);
            AddItem(903);
            break;
        }
    }