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public GameObject uiPrebab; + public GameObject uiPrebab; + public SpecialItem dashItem; + public SpecialItem nitroItem; // Start is called before the first frame update void Start(){ - //check if player has abillity if(stats.HasNitro == true){ GameObject temp = Instantiate(uiPrebab); temp.transform.SetParent(this.gameObject.transform); - temp.name = "Nitro"; + temp.name = nitroItem.name; + temp.transform.localScale = new Vector3(1.0f, 1.0f, 1.0f); + temp.GetComponent().setCoolDownTime(nitroItem.cooldownM); + //set position on canvas + //due to low number, gonna hardcode this to be first + temp.transform.localPosition = new Vector3(-850, 425); + //set icon to ui icon + temp.transform.GetComponent().sprite = nitroItem.itemSprite; + } + if(stats.HasDash == true){ + GameObject temp = Instantiate(uiPrebab); + temp.transform.SetParent(this.gameObject.transform); + temp.name = dashItem.name; + temp.transform.localScale = new Vector3(1.0f, 1.0f, 1.0f); + temp.GetComponent().setCoolDownTime(dashItem.cooldownM); + + //set image + temp.transform.GetComponent().sprite = dashItem.itemSprite; + + //if has nitro, make it below nitro icon + if (stats.HasNitro == true) + { + temp.transform.localPosition = new Vector3(-850, 225); + } + //if not, make this icon top of screen + else{ + temp.transform.localPosition = new Vector3(-850, 425); + } } } - //set up ui elements for special items - // for(int i = 0; i < specialItems.Count; i++){ - // //instantiate prefab - // GameObject temp = Instantiate(uiPrebab); - // temp.transform.SetParent(this.gameObject.transform); - // SpecialItem currentSpecialItem = specialItems[i]; - // temp.name = currentSpecialItem.itemName; - // //set position - // temp.transform.localPosition = new Vector3(-290, 110 - (i * 50), temp.transform.position.z); - // temp.transform.localScale = new Vector3(1.0f, 1.0f, 1.0f); - // //set cooldown on ui - // temp.GetComponent().setCoolDownTime(currentSpecialItem.cooldownM); - // } - //} public void startUICooldown(string name){ this.gameObject.transform.Find(name).GetComponent().startCoolDown(); diff --git a/Assets/Scripts/PlayerScripts/DebugPlayer/DebugItems/dDash.cs b/Assets/Scripts/PlayerScripts/DebugPlayer/DebugItems/dDash.cs index 45c26cd..ded3523 100644 --- a/Assets/Scripts/PlayerScripts/DebugPlayer/DebugItems/dDash.cs +++ b/Assets/Scripts/PlayerScripts/DebugPlayer/DebugItems/dDash.cs @@ -5,6 +5,7 @@ using UnityEngine; public class dDash : NetworkBehaviour{ + private CoolDown driver; public Vector3 moveDirection; public const float maxDashTime = 1.0f; @@ -19,6 +20,7 @@ public class dDash : NetworkBehaviour{ dPlayerMovement pMove; void Start(){ + driver = GameObject.Find("Canvas").GetComponent(); characterController = this.gameObject.GetComponent(); pMove = GetComponent(); } @@ -52,7 +54,7 @@ public class dDash : NetworkBehaviour{ private IEnumerator startCoolDown(){ Debug.Log("start corotine"); isOnCoolDown = true; - //driver.startUICooldown("Nitro"); + driver.startUICooldown(dashItem.name); yield return new WaitForSeconds(dashItem.cooldownM); isOnCoolDown = false; Debug.Log("end corotine"); diff --git a/Assets/Scripts/PlayerScripts/DebugPlayer/DebugItems/dNitro.cs b/Assets/Scripts/PlayerScripts/DebugPlayer/DebugItems/dNitro.cs index 8a7ce37..613d12b 100644 --- a/Assets/Scripts/PlayerScripts/DebugPlayer/DebugItems/dNitro.cs +++ b/Assets/Scripts/PlayerScripts/DebugPlayer/DebugItems/dNitro.cs @@ -4,16 +4,17 @@ using UnityEngine; public class dNitro : MonoBehaviour { - private PlayerStats playerStats; private CoolDown driver; + private PlayerStats playerStats; + public SpecialItem nitroItem; private bool isOnCoolDown = false; private bool isNitroing = false; //this will need to be set from scritable object or something; - private float coolDown; // Start is called before the first frame update void Start() { + driver = GameObject.Find("Canvas").GetComponent(); playerStats = GetComponent(); } @@ -37,8 +38,9 @@ public class dNitro : MonoBehaviour private IEnumerator startCoolDown(){ Debug.Log("start corotine"); isOnCoolDown = true; - // driver.startUICooldown("Nitro"); - yield return new WaitForSeconds(coolDown); + driver.startUICooldown("Nitro"); + yield return new WaitForSeconds(nitroItem.cooldownM); isOnCoolDown = false; + Debug.Log("end corotine"); } } diff --git a/Assets/Scripts/PlayerScripts/PlayerItems/ItemScripts/Dash.cs b/Assets/Scripts/PlayerScripts/PlayerItems/ItemScripts/Dash.cs index 2e830da..cfe5980 100644 --- a/Assets/Scripts/PlayerScripts/PlayerItems/ItemScripts/Dash.cs +++ b/Assets/Scripts/PlayerScripts/PlayerItems/ItemScripts/Dash.cs @@ -5,6 +5,7 @@ using UnityEngine; public class Dash : NetworkBehaviour{ + private CoolDown driver; public Vector3 moveDirection; public const float maxDashTime = 1.0f; @@ -19,6 +20,7 @@ public class Dash : NetworkBehaviour{ PlayerMovement pMove; void Start(){ + driver = GameObject.Find("Canvas").GetComponent(); characterController = this.gameObject.GetComponent(); pMove = GetComponent(); } diff --git a/Assets/Scripts/PlayerScripts/PlayerItems/ItemScripts/Nitro.cs b/Assets/Scripts/PlayerScripts/PlayerItems/ItemScripts/Nitro.cs index 51b478b..5104801 100644 --- a/Assets/Scripts/PlayerScripts/PlayerItems/ItemScripts/Nitro.cs +++ b/Assets/Scripts/PlayerScripts/PlayerItems/ItemScripts/Nitro.cs @@ -4,15 +4,16 @@ using UnityEngine; public class Nitro : MonoBehaviour { - private PlayerStats playerStats; private CoolDown driver; + private PlayerStats playerStats; + public SpecialItem nitroItem; private bool isOnCoolDown = false; //this will need to be set from scritable object or something; - private float coolDown; // Start is called before the first frame update void Start() { + driver = GameObject.Find("Canvas").GetComponent(); playerStats = GetComponent(); } @@ -30,8 +31,8 @@ public class Nitro : MonoBehaviour private IEnumerator startCoolDown(){ Debug.Log("start corotine"); isOnCoolDown = true; - // driver.startUICooldown("Nitro"); - yield return new WaitForSeconds(coolDown); + driver.startUICooldown("Nitro"); + yield return new WaitForSeconds(nitroItem.cooldownM); isOnCoolDown = false; } }