Beispiel #1
0
    public void UpdateUI()
    {
        hotbar.UpdateHotbar();
        if (Input.GetKeyDown(KeyCode.F1))
        {
            hideUI = !hideUI;
            playingUI.gameObject.SetActive(!hideUI);
        }

        if (Input.GetKeyDown(KeyCode.Slash))
        {
            console.gameObject.SetActive(true);
        }
        if (console.gameObject.activeSelf)
        {
            console.UpdateConsole();
        }
        if (errorTimer > 0)
        {
            errorCanvasGroup.gameObject.SetActive(true);
            errorTimer            -= Time.deltaTime;
            errorCanvasGroup.alpha = Mathf.Clamp01(errorTimer);
        }
        else
        {
            errorCanvasGroup.gameObject.SetActive(false);
        }
    }
Beispiel #2
0
 public void UpdateUI()
 {
     hotbar.UpdateHotbar();
     if (Input.GetKeyDown(KeyCode.F1))
     {
         hideUI = !hideUI;
         playingUI.gameObject.SetActive(!hideUI);
     }
 }
Beispiel #3
0
    // Update is called once per frame
    public void AddItem(ItemList.ItemType _item, int numItem)
    {
        int _numItem = numItem;

        if (slots.Count == maxSlots)
        {
            if (slots[maxSlots - 1].item == null)
            {
                StartCoroutine(wait(_item, _numItem));
            }
            else
            {
                //All slots are spawned
                foreach (Slot _slot in slots)
                {
                    if (_numItem == 0)
                    {
                        return;
                    }
                    if (_slot.item.item == _item || _slot.item.noItem == true)
                    {
                        if (_slot.item.item == _item)
                        {
                            //Debug.Log("_numItem =" + _numItem + "For starting with slot" + _slot.slotID);
                            //Debug.Log("-1");
                            //4 already 16 stacksize we wanted to add 14
                            //4+14-16
                            if (_slot.item.MaxStackSize > (_slot.item.StackSize + _numItem))
                            {
                                //Debug.Log("0");
                                _slot.item.item      = _item;
                                _slot.item.StackSize = _slot.item.StackSize + _numItem;
                                _slot.item.noItem    = false;
                                _numItem             = 0;
                                if (isHotbar)
                                {
                                    hotbar.UpdateHotbar();

                                    return;
                                }

                                return;
                            }
                            else
                            {
                                // Debug.Log("1");
                                _slot.item.item      = _item;
                                _slot.item.noItem    = false;
                                _numItem             = (_slot.item.StackSize + _numItem) - _slot.item.MaxStackSize;
                                _slot.item.StackSize = _slot.item.MaxStackSize;
                                if (isHotbar)
                                {
                                    hotbar.UpdateHotbar();
                                }
                            }
                        }

                        if (_slot.item.noItem == true)
                        {
                            // Debug.Log("2");

                            //Debug.Log("Max Stack Size:" + _slot.item.MaxStackSize + "Num Items:" + _numItem);
                            if (_slot.item.MaxStackSize > _numItem)
                            {
                                //Max stack size or 16 is greater then the number of items we want to add so therefore we don't need to go to the next slot
                                //Debug.Log("3");
                                _slot.item.item      = _item;
                                _slot.item.StackSize = _numItem;
                                _slot.item.noItem    = false;
                                _numItem             = 0;
                                if (isHotbar)
                                {
                                    hotbar.UpdateHotbar();
                                    return;
                                }

                                return;
                            }
                            else
                            {
                                //Debug.Log("4");
                                _slot.item.item      = _item;
                                _slot.item.noItem    = false;
                                _numItem             = (_slot.item.StackSize + _numItem) - _slot.item.MaxStackSize;
                                _slot.item.StackSize = _slot.item.MaxStackSize;
                                //Debug.Log("Set _numItem To:" + _numItem + "For slot" + _slot.slotID);
                                if (isHotbar)
                                {
                                    hotbar.UpdateHotbar();
                                }
                            }
                        }
                    }
                    else
                    {
                        if (_slot.slotID == 9)
                        {
                            return;
                        }
                    }
                }

                if (isHotbar)
                {
                    hotbar.UpdateHotbar();
                }
            }
        }
        else
        {
            StartCoroutine(wait(_item, _numItem));
        }
    }