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EventSystem.cs
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EventSystem.cs
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using System.Collections;
using System.Collections.Generic;
using UnityEngine.UI;
using UnityEngine;
public class EventSystem : MonoBehaviour {
[Header ("Singleton Self & References")]
public static EventSystem instance = null;
private Player pInstance;
[Header ("Toggle Instant to Slow Attribute Changes")]
[SerializeField]
private bool foodOverTime = false;
[SerializeField]
private bool waterOverTime = false;
[SerializeField]
private bool healthOverTime = false;
[Header ("Hunger Saturation")]
bool toggleHungerTick = true;
public static float maxWait = 3f;
public float currentWait;
[Header("UI EventSystem")]
public GameObject Parent_UI;
public GameObject UI_Crafting;
public GameObject BTN_SwapToCrafting;
public GameObject UI_Inventory;
public GameObject BTN_SwapToInventory;
public Text ErrorText;
//Set up a Singleton
void Awake()
{
if (instance == null)
instance = this;
else if (instance != null)
Destroy(gameObject);
}
// Use this for initialization
void Start () {
pInstance = Player.instance;
}
// Update is called once per frame
void Update () {
#region Manage HungerTick wait timer.
if (toggleHungerTick)
{
pInstance.hungarTick = true;
}
else
{
currentWait -= Time.deltaTime;
if(currentWait <= 0)
{
toggleHungerTick = true;
currentWait = maxWait;
}
}
#endregion
if(pInstance.alive)
{
#region Hunger Event
if (pInstance.hungarTick)
{
if (pInstance.hunger > 0)
pInstance.hunger -= pInstance.deterationRate * Time.deltaTime;
else
{
pInstance.hunger = 0;
pInstance.health -= (pInstance.deterationRate * 4) * Time.deltaTime;
//check to see if player died
if ((pInstance.health <= 0))
{
pInstance.alive = false;
pInstance.health = 0;
}
}
}
#endregion
#region Health Degerations via Out of Water
if (pInstance.water <= 0)
{
pInstance.health -= (pInstance.deterationRate * 4) * Time.deltaTime;
//check to see if player died
if(pInstance.health <= 0)
{
pInstance.alive = false;
pInstance.health = 0;
}
}
#endregion
}
}
public void healEvent(float healAmount)
{
if(healthOverTime)
{
}
else
{
if (ImprovedInventory.instance.getItemCount(ITEMS.HERB) > 0)
{
if (ManageDebug.instance.debug_InventoryAmounts)
Debug.Log("I have: " + ImprovedInventory.instance.getItemCount(ITEMS.HERB) + " herbs left");
if (pInstance.health + healAmount <= PlayerStats.instance.GetMaxHealth())
{
if (pInstance.DebugManager.debugPlayer)
Debug.Log("Added " + healAmount + " to health");
pInstance.health += healAmount;
ImprovedInventory.instance.removeItem(ITEMS.HERB, 1);
pInstance.updateInventoryText(ITEMS.HERB);
if (ManageDebug.instance.debugPlayer)
Debug.Log("healed");
}
else if (pInstance.health == PlayerStats.instance.GetMaxHealth())
{
//do nothing
if (ManageDebug.instance.debugPlayer)
Debug.Log("Already Full Health");
}
else
{
if (ManageDebug.instance.debugPlayer)
Debug.Log("Set health to max");
pInstance.health = PlayerStats.instance.GetMaxHealth();
ImprovedInventory.instance.removeItem(ITEMS.HERB, 1);
pInstance.updateInventoryText(ITEMS.HERB);
if (ManageDebug.instance.debugPlayer)
Debug.Log("healed");
}
}
else
{
if (ManageDebug.instance.debugPlayer)
Debug.Log("No herbs to heal with");
}
}
pInstance.attemptToHeal = false;
}
public void drinkEvent(float waterAmount)
{
if(waterOverTime)
{
}
else
{
if (ImprovedInventory.instance.getItemCount(ITEMS.WATER) > 0)
{
if (ManageDebug.instance.debug_InventoryAmounts)
Debug.Log("I have: " + ImprovedInventory.instance.getItemCount(ITEMS.WATER) + " water left");
if (pInstance.water + waterAmount <= PlayerStats.instance.getMaxWater())
{
if (pInstance.DebugManager.debugPlayer)
Debug.Log("Added " + waterAmount + " to water");
pInstance.water += waterAmount;
ImprovedInventory.instance.removeItem(ITEMS.WATER, 1);
pInstance.updateInventoryText(ITEMS.WATER);
if (pInstance.DebugManager.debugPlayer)
Debug.Log("Drank");
}
else if (pInstance.water == PlayerStats.instance.getMaxWater())
{
//do nothing
if (pInstance.DebugManager.debugPlayer)
Debug.Log("Already Full Water");
}
}
pInstance.attemptToDrink = false;
}
}
public void eatEvent(float foodAmount)
{
pInstance.hungarTick = false;
if(foodOverTime)
{
}
else
{
if (ImprovedInventory.instance.getItemCount(ITEMS.BERRY) > 0)
{
//Checks if Toggle of Player's Debug is on, if so lets debug
if (pInstance.DebugManager.debugPlayer)
Debug.Log("I have: " + ImprovedInventory.instance.getItemCount(ITEMS.BERRY) + " berries left");
if(pInstance.hunger + foodAmount <= PlayerStats.instance.GetMaxHungar())
{
//Checks if Toggle of Player's Debug is on, if so lets debug
if (ManageDebug.instance.debugPlayer)
Debug.Log("Added " + foodAmount + " to hunger.");
//Increments / Decrements food and water accordingly
pInstance.hunger += foodAmount;
pInstance.water -= foodAmount;
//Removes the just consumed item and updates inventory UI
ImprovedInventory.instance.removeItem(ITEMS.BERRY, 1);
pInstance.updateInventoryText(ITEMS.BERRY);
//Checks if Toggle of Player's Debug is on, if so lets debug
if (ManageDebug.instance.debugPlayer)
Debug.Log("Yummy");
}
else if(pInstance.hunger + foodAmount >= PlayerStats.instance.GetMaxHungar())
{
if (ManageDebug.instance.debugPlayer)
Debug.Log("Settings hunger to max hunger.");
// water to decrease = maxhuner -
pInstance.hunger = PlayerStats.instance.GetMaxHungar();
pInstance.water -= foodAmount;
ImprovedInventory.instance.removeItem(ITEMS.BERRY, 1);
pInstance.updateInventoryText(ITEMS.BERRY);
if (ManageDebug.instance.debugPlayer)
Debug.Log("Yummy");
}
else
{
//Player is full and doesnt need to eat
//Checks if Toggle of Player's Debug is on, if so lets debug
if (pInstance.DebugManager.debugPlayer)
Debug.Log("Already Full Hungar");
}
}
else
{
//Checks if Toggle of Player's Debug is on, if so lets debug
if (pInstance.DebugManager.debugPlayer)
Debug.Log("No Food To Eat..");
}
pInstance.attemptToEat = false;
updateHungerTickTimer();
}
}
void updateHungerTickTimer()
{
currentWait = maxWait;
toggleHungerTick = false;
}
public void SwitchToCrafting()
{
UI_Crafting.SetActive(true);
BTN_SwapToCrafting.SetActive(false);
UI_Inventory.SetActive(false);
BTN_SwapToInventory.SetActive(true);
}
public void SwitchToInventory()
{
UI_Crafting.SetActive(false);
BTN_SwapToCrafting.SetActive(true);
UI_Inventory.SetActive(true);
BTN_SwapToInventory.SetActive(false);
}
public void toggleCrafting()
{
//check to see if inventory UI is open, if it is switch to crafting UI
if(UI_Inventory.activeSelf)
{
SwitchToCrafting();
}
}
public void toggleInventory()
{
//check to see if craft UI is open, if it is switch to inventory UI
if (UI_Crafting.activeSelf)
{
SwitchToInventory();
}
}
}