Beispiel #1
0
    public void MousePutDownInEq(EqSlot slot)
    {
        if (airItem == null)
        {
            return;
        }
        if (!(airItem.item is EquippableItem))
        {
            airItem = null;
            return;
        }
        if (slot.parentEqPieceSlot.piece != ((EquippableItem)airItem.item).eqPiece)
        {
            airItem = null;
            return;
        }
        if (((EquippableItem)airItem.item).levelRequirement > myUI.playerUI.gameObject.GetComponent <PlayerRpg>().Level)
        {
            //level too low
            airItem = null;
            return;
        }
        if (slot.parentEqPieceSlot.item == null)
        {
            GenerateItemInEq(airItem.item, airItem.UpgradeLevel);

            int slotSize = SlotSize(airItem.item);
            ClearSlot(airItem.itemX, airItem.itemY, slotSize);
            Destroy(airItem.gameObject);
            myUI.playerUI.UpdatePlayerStats();
        }
        airItem = null;
    }
        public List <Item> FindItemsByType([FromQuery] EqSlot query)
        {
            var items = DB.GetItems().Where(x => x.Slot.Equals(query));



            return(items.ToList());
        }
 //=================================================================================== GENERATOR SETTING ===============================================================
 public void Randomize()
 {
     genSlot = (EqSlot)Random.Range(0, 5);
     if (genSlot == EqSlot.MainHand)
     {
         genWeapon = (Weapon)Random.Range(2, 11);
     }
 }
Beispiel #4
0
    void FilterEquipmentSlot(EqSlot filter)
    {
        int i = 0;

        foreach (Equipment model in PlayerSession.GetInventory().list)
        {
            if (model.slot == filter && !model.isUsed)
            {
                sorting.Add(i);
            }
            i++;
        }
    }
 void OnEquipmentClicked(Text text, EqSlot slot, int indexSlot)
 {
     if (invUI.isActiveAndEnabled)
     {
         if (indexSlot == selectedSlot)
         {
             CloseSelection();
             RemoveEquipment(indexSlot);
             text.text = "None";
             LoadAllAttributes();
         }
         else
         {
             selectedSlot = indexSlot;
             invUI.ChangeFilter(indexSlot);
         }
     }
     else
     {
         selectedSlot = indexSlot;
         ShowEquipmentSelection(indexSlot);
     }
 }
 public EquipmentGenerator SetEquipmentSlot(EqSlot slot)
 {
     genSlot = slot;
     return(this);
 }