private void Start() { persistentInventoryObject = GameObject.Find("PersistentInventory"); inv = GameObject.Find("InventoryObject").GetComponent <Inventory>(); persistentInventory = persistentInventoryObject.GetComponent <PersistentInventoryScript>(); tooltip = inv.GetComponent <Tooltip>(); }
private void Start() { player = GameObject.Find("Player"); inventory = GameObject.FindObjectOfType <PersistentInventoryScript>(); SetConfirmationScreenInvisible(); SetSavedGamePanelInvisible(); inPauseMenu = true; }
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); }
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]); } } }
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"); }
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); }
///<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); } } }
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; } }