1using System.Collections.Generic;
41#pragma warning disable 414
43#pragma warning restore 414
49 [Tooltip(
"Should be populated in the prefab with the equipped item sprite renderer")]
122 false,
false,
false,
false);
174 m_XInput = Input.GetAxisRaw(
"Horizontal" );
175 m_YInput = Input.GetAxisRaw(
"Vertical" );
223 if( Input.GetKey( KeyCode.LeftShift ) || Input.GetKey( KeyCode.RightShift ) )
245 if( Input.GetMouseButton(0) )
264 if( itemDetails !=
null )
269 if( Input.GetMouseButtonDown(0) )
276 if( Input.GetMouseButtonDown(0) )
325 if( Input.GetKey( KeyCode.T ) )
331 if( Input.GetKey( KeyCode.G) )
337 if( Input.GetKey( KeyCode.L ) )
371 false,
false,
false,
false);
395 m_EquippedItemSpriteRenderer.sprite =
null;
396 m_EquippedItemSpriteRenderer.color =
new Color( 1f, 1f, 1f, 0f );
415 if( itemDetails !=
null )
417 m_EquippedItemSpriteRenderer.sprite = itemDetails.
m_ItemSprite;
418 m_EquippedItemSpriteRenderer.color =
new Color( 1f, 1f, 1f, 1f );
437 return m_MainCamera.WorldToViewportPoint( transform.position );
Direction
Describes the player facing direction
ToolEffect
Describes the tool effect
PartVariantType
Describes the part variant type
InventoryLocation
Describes the type of inventory and count Ex: player inventory or chest inventory
SceneName
Describes different scenes.
ItemType
Describe the item type
PartVariantColor
Describe the part variant color Currently we don't use that because we don't have the assets with dif...
CharacterPartAnimator
Describes the character part animator. Each body part has a separate animator
void ApplyCharacterCustomisationParameters(List< CharacterAttribute > characterAttributesList)
Handles the animation overrides
Raise an handle event when a movement is triggered.
static void CallMovementEvent(float xInput, float yInput, bool isWalking, bool isRunning, bool isIdle, bool isCarrying, ToolEffect toolEffect, bool isUsingToolRight, bool isUsingToolLeft, bool isUsingToolUp, bool isUsingToolDown, bool isLiftingToolRight, bool isLiftingToolLeft, bool isLiftingToolUp, bool isLiftingToolDown, bool isPickingRight, bool isPickingLeft, bool isPickingUp, bool isPickingDown, bool isSwingingToolRight, bool isSwingingToolLeft, bool isSwingingToolUp, bool isSwingingToolDown, bool idleRight, bool idleLeft, bool idleUp, bool idleDown)
Movement Event Call For Publishers.
static void CallDropSelectedItemEvent()
bool CursorPositionIsValid
This class will manage all the inventory related operations.
This class holds information of items.
This class has all the things related to player
void Start()
Initialize grid cursor variable.
void DisablePlayerInputAndResetMovement()
Disable input and reset movement.
List< CharacterAttribute > m_CharacterAttributeCustomisationList
void ProcessPlayerClickInputCommodity(ItemDetails itemDetails)
Check the position is valid and the item can be dropped for commodity.
void PlayerMovement()
Calculate player movements.
bool m_IsLiftingToolRight
Direction m_PlayerDirection
void PlayerWalkInput()
Handle player walk inputs.
void ProcessPlayerClickInput()
Vector3 GetPlayerViewportPosition()
Check the player position in the gameworld.
CharacterAttribute m_ToolCharacterAttribute
bool m_IsSwingingToolRight
void ProcessPlayerClickInputSeed(ItemDetails itemDetails)
Check the position is valid and the item can be dropped for seed.
AnimationOverrides m_AnimationOverrides
void PlayerMovementInput()
Handle player inputs and normalized that.
SpriteRenderer m_EquippedItemSpriteRenderer
CharacterAttribute m_ArmsCharacterAttribute
void FixedUpdate()
Handle player movements.
bool m_IsSwingingToolLeft
bool m_IsSwingingToolDown
void ResetAnimatioTriggers()
Reset the animation triggers.
void Update()
Handle movement inputs and publish animation events.
void Awake()
Initialize members
bool m_PlayerInputIsDisabled
void ResetMovement()
Reset Movement
void DisablePlayerInput()
Disable Player Input
void PlayerClickInput()
If the grid cursor is enabled and player click left mouse button call ProcessPlayerClickInput()
void PlayerTestInput()
TODO: Remove before final product.
bool PlayerInputIsDisabled
Rigidbody2D m_RigidBody2D
void ShowCarriedItem(int itemCode)
Show the carried item.
void EnablePlayerInput()
Enable Player Input
void ClearCarriedItem()
Clear the carry animation
Manage the transition between scenes
This class handle the game settings.
const float m_WalkingSpeed
const float m_RunningSpeed
Player Movements.
Abstract class that inherited by all the game managers. All the game managers use singleton since gam...
A singleton manager class for time managements.
Define what character variant we want to switch into.