示例#1
0
    // called second
    void OnSceneLoaded(Scene scene, LoadSceneMode mode)
    {
        if (_currentGame != null)
        {
            int buildIndex = SceneManager.GetActiveScene().buildIndex;

            Frame.FlushMemory();

            NeverdawnScene neverdawnScene = FindObjectOfType <NeverdawnScene>();

            if (neverdawnScene != null)
            {
                Frame.DeserializeFrames(_currentGame, buildIndex);

                // cache the most important frames
                _playerFrame = Frame.FindFrameById(playerFrameId);
                _inventory   = _playerFrame.GetComponent <PlayerInventory>();
                _party       = _playerFrame.GetComponent <PlayerParty>();
                _time        = _playerFrame.GetComponent <PlayerTime>();

                UICharacterMenus.UpdateView();

                _inventory.Initialize(_currentGame);
                _explorationController.Initialize(_currentGame);
                _eventController.Initialize();

                _time.Run();

                _gameState = GameState.Exploration;
                _isPaused  = false;
            }
        }
    }
示例#2
0
 void Awake()
 {
     if (instance == null)
     {
         instance = this;
         menus    = new Dictionary <Character, UICharacterMenu>();
     }
 }
示例#3
0
    private void createAvatarController(InputModule module)
    {
        AvatarController controller = GameObject.Instantiate(avatarControllerPrefab);

        controller.inputModule = module;
        controller.transform.SetParent(avatarControllerParent);
        controller.color = playerColors[controllers.Count];

        controller.character = GameController.instance.party.GetNextCharacter();

        if (controller.character)
        {
            controller.characterMenu        = UICharacterMenus.GetMenu(controller.character);
            controller.preferredCharacterId = controller.character.id;
            NeverdawnCamera.AddTargetLerped(controller.character.transform);
        }

        controllers.Add(controller);
    }
示例#4
0
    public void UpdateExplorationControls()
    {
        if (character != null)
        {
            if (currentAbility != null)
            {
                updateAbility();
                return;
            }

            if (inputModule.GetAxisUp(NeverdawnInputAxis.Trigger, NeverdawnInputAxisDirection.Positive))
            {
                if (quickSlotsPage != null)
                {
                    quickSlotsPage = null;
                    characterMenu.Close();
                }
            }



            if (inputModule.GetAxisDown(NeverdawnInputAxis.Trigger, NeverdawnInputAxisDirection.Positive))
            {
                if (character.isIdle)
                {
                    quickSlotsPage           = Instantiate(UIFactory.uiQuickMenuQuickSlotsPrefab);
                    quickSlotsPage.abilities = character.quickCastAbilities;

                    characterMenu.Open(quickSlotsPage);
                }
            }

            if (characterMenu.isOpen)
            {
                if (inputModule.GetButtonDown(NeverdawnInputButton.Cancel))
                {
                    characterMenu.GoBack();
                }

                return;
            }

            // DEBUG LVL UP
            if (inputModule.GetButtonDown(NeverdawnInputButton.Info))
            {
                character.LevelUp();
            }

            // Start pressed
            if (inputModule.GetButtonDown(NeverdawnInputButton.Start))
            {
                if (character.isIdle)
                {
                    characterMenu.NavigateInto(Instantiate(UIFactory.uiQuickMenuStartPrefab));
                }
            }

            //Select pressed
            if (inputModule.GetButtonDown(NeverdawnInputButton.Settings))
            {
                if (character.isIdle)
                {
                    GameController.instance.PauseGame();
                }
            }

            // Confirm pressed
            if (inputModule.GetButtonDown(NeverdawnInputButton.Confirm))
            {
                if (character.isIdle)
                {
                    if (currentInteractable != null)
                    {
                        UIQuickMenuInteractable page = Instantiate(UIFactory.uiQuickMenuInteractionCollectionPrefab);
                        page.SetInteractionCollection(currentInteractable);

                        characterMenu.NavigateInto(page);
                    }
                }
                else
                {
                    character.currentAction.ActionConfirm();
                }
            }

            // Cancel pressed
            if (inputModule.GetButtonDown(NeverdawnInputButton.Cancel))
            {
                if (!character.isIdle)
                {
                    character.currentAction.ActionCancel();
                }
                else
                {
                    characterMenu.NavigateInto(Instantiate(UIFactory.uiQuickMenuStartPrefab));
                }
            }

            // Switch character pressed
            if (inputModule.GetButtonDown(NeverdawnInputButton.SwitchCharacter))
            {
                if (character.isIdle)
                {
                    NeverdawnCamera.RemoveTargetLerped(characterTransform);

                    Character nextCharacter = GameController.instance.party.GetNextCharacter(this);

                    if (nextCharacter != null)
                    {
                        character            = nextCharacter;
                        preferredCharacterId = nextCharacter.id;
                    }


                    NeverdawnCamera.AddTargetLerped(characterTransform);

                    // UINeverdawnParty.UpdateView();

                    characterMenu = UICharacterMenus.GetMenu(character);
                }
            }

            // Movement
            if (character.isIdle)
            {
                Vector3 input = inputModule.normalizedDirection;
                smoothedInput = Vector3.RotateTowards(smoothedInput, input, Time.deltaTime * _inputSmoothing, 1.0f);

                // Get player input
                Vector2 fwdTurn = NeverdawnUtility.InputToForwardTurn(characterTransform, smoothedInput, 2.0f);

                // Rotate the player
                characterTransform.Rotate(Vector3.up, fwdTurn.y * Time.deltaTime * characterNavMeshAnimator.turnSpeed);

                // Find target position
                Vector3 targetPosition = characterTransform.position + characterNavMeshAnimator.moveSpeed * fwdTurn.x * characterTransform.forward * Time.deltaTime;

                NavMeshHit hit;

                // Check for valid position
                if (!NavMesh.Raycast(characterTransform.position, targetPosition, out hit, NavMesh.AllAreas))
                {
                    characterTransform.position = hit.position;
                }
                else
                {
                    if (NavMesh.SamplePosition(targetPosition, out hit, 0.1f, NavMesh.AllAreas))
                    {
                        characterTransform.position = hit.position;
                    }
                }

                RaycastHit rayHit;

                // experimental: stick to ground
                if (Physics.Raycast(characterTransform.position, Vector3.down, out rayHit, 0.5f, 1 << 9))
                {
                    characterTransform.position = rayHit.point;
                }
            }

            // Find closest interaction
            Collider[] colliders = Physics.OverlapSphere(character.transform.position, 1.0f, 1 << 10);

            float        minDistance   = float.MaxValue;
            Interactable closestHandle = null;

            for (int i = 0; i < colliders.Length; i++)
            {
                float        distance = Vector3.Distance(colliders[i].transform.position, character.transform.position);
                Interactable handle   = colliders[i].GetComponentInParent <Interactable>();

                if (distance < minDistance && handle != null && handle.enabled)
                {
                    closestHandle = handle;
                    minDistance   = distance;
                }
            }

            if (closestHandle != null)
            {
                updateInteraction(closestHandle);
            }
            else
            {
                updateInteraction(null);
            }
        }
    }