Beispiel #1
0
    public void Add_newItem()
    {
        if (!player_quickbar.Item_List.Contains(this_Item))
        {
            // player_quickbar.Item_List.Add(this_Item);

            //Inventory_Manager.Creat_new_Item(this_Item);

            for (int i = 0; i < 10; i++)
            {
                if (player_quickbar.Item_List[i] == null)
                {
                    player_quickbar.Item_List[i] = this_Item;
                    break;
                }
            }
            Inventory_Manager.Refresh_quick_bar();
            Debug.Log("成功添加新物品!");
        }
        else
        {
            this_Item.itemheld += stack_number;
            //为解决拾取物品时 选择框会刷新到其他地方 采用一格一格的刷新 而不摧毁再重建
            for (int i = 0; i < 10; i++)
            {
                Inventory_Manager.Refresh_Item(i);
            }
        }
    }
Beispiel #2
0
    // Update is called once per frame
    void Update()
    {
        if (Select_ui())//通过鼠标滑轮选择物品
        {
            sel_image_pos_temp.pos          = Inventory_Manager.Get_slot_position(sel_slot_number);
            select_image.transform.position = sel_image_pos_temp.pos;
            //选择框位置改变
            Debug.Log(Inventory_Manager.Get_slot_position(sel_slot_number));

            //储存的位置信息也同时更新
        }
        //没有滑轮响应时,通过点击slot的bottom也可以选择
        if (ischangtemp == Inventory_Manager.Get_slot_position(sel_slot_number))
        {
            return;
        }

        else
        {
            ischangtemp                     = Inventory_Manager.Get_slot_position(sel_slot_number);
            sel_image_pos_temp.pos          = Inventory_Manager.Get_slot_position(sel_slot_number);
            select_image.transform.position = sel_image_pos_temp.pos;
            Debug.Log("wheel change");
        }


        //储存的位置信息也同时更新
    }
Beispiel #3
0
 void Awake()
 {
     if (instance != null)
     {
         Destroy(this);
     }
     instance        = this;
     Max_slot_number = instance.my_inventory.Item_List.Count;
 }
Beispiel #4
0
    public void OnEndDrag(PointerEventData eventData)
    {
        if (eventData.pointerCurrentRaycast.gameObject.name == "item_Image")//判断下面的物体名字;如果存在物品则对调
        {
            transform.SetParent(eventData.pointerCurrentRaycast.gameObject.transform.parent.parent);
            transform.position = eventData.pointerCurrentRaycast.gameObject.transform.parent.parent.position;

            //itemlist物品存储位置改变
            var temp = my_bar.Item_List[current_item_iD];
            my_bar.Item_List[current_item_iD] = my_bar.Item_List[eventData.pointerCurrentRaycast.gameObject.GetComponentInParent <Slot>().slot_ID];
            my_bar.Item_List[eventData.pointerCurrentRaycast.gameObject.GetComponentInParent <Slot>().slot_ID] = temp;

            eventData.pointerCurrentRaycast.gameObject.transform.parent.position = original_parent.position;
            eventData.pointerCurrentRaycast.gameObject.transform.parent.SetParent(original_parent);

            GetComponent <CanvasGroup>().blocksRaycasts = true;//射线阻挡开启 不然无法再次选中移动的物品

            Inventory_Manager.Refresh_quick_bar();

            return;
        }


        //直接挂载到slot的物品槽内
        if (eventData.pointerCurrentRaycast.gameObject.name == "slot(Clone)")
        {
            transform.SetParent(eventData.pointerCurrentRaycast.gameObject.transform);
            transform.position = eventData.pointerCurrentRaycast.gameObject.transform.position;

            //itemlist物品存储位置改变
            my_bar.Item_List[eventData.pointerCurrentRaycast.gameObject.GetComponentInParent <Slot>().slot_ID] = my_bar.Item_List[current_item_iD];

            if (eventData.pointerCurrentRaycast.gameObject.GetComponent <Slot>().slot_ID != current_item_iD)//不放在自己位置时,才清理旧位置的物品
            {
                my_bar.Item_List[current_item_iD] = null;
            }
            GetComponent <CanvasGroup>().blocksRaycasts = true;

            Inventory_Manager.Refresh_quick_bar();

            return;
        }

        //else
        //{
        //    transform.SetParent(original_parent);
        //    transform.position = original_parent.position;
        //    GetComponent<CanvasGroup>().blocksRaycasts = true;

        //}
    }
Beispiel #5
0
    //public static MiniMap nimimMap;//小地图
    //public static BossBlood bossBlood;//Boss血条
    //public static TeamMates teamMates;//队友


    void Awake()
    {
        inventory  = GameObject.Find("Inventory").GetComponent <Inventory_Manager>();
        equip      = GameObject.Find("Equipment").GetComponent <Equip_Manager>();
        key        = GameObject.Find("short cut/Key").GetComponent <Key>();
        skillUI    = GameObject.Find("skill_UI").GetComponent <Skill_UI>();
        taskUI     = GameObject.Find("task_UI").GetComponent <Task_UI>();
        money      = GameObject.Find("inventory/Win/money").GetComponent <Money>();
        UI         = GameObject.Find("UI Root").GetComponent <UI_Manager>();
        keyControl = GameObject.Find("short cut").GetComponent <KeyControl>();
        //nimimMap = GameObject.Find("MiniMap").GetComponent<MiniMap>();
        //bossBlood = GameObject.Find("BossBlood").GetComponent<BossBlood>();
        //teamMates = GameObject.Find("TeamMates").GetComponent<TeamMates>();
    }
    // Use this for initialization
    void Start()
    {
        //Initalize weapons
        InventoryManager = GetComponentInParent <Inventory_Manager>();
        offSet           = 0;
        Weapons newWeapon = new Weapons("Pew Rifle", 29, 20, 3, 3, 1); // Rifle

        WeaponList.Add(newWeapon);
        newWeapon = new Weapons("Laser Sword", 35, 15, 3, 3, 2); // Sword
        WeaponList.Add(newWeapon);
        newWeapon = new Weapons("Shield", 10, 5, 3, 2, 3);       // Shield
        WeaponList.Add(newWeapon);
        newWeapon = new Weapons("Strong Rifle", 45, 29, 3, 4, 4);
        WeaponList.Add(newWeapon); // Legendary rifle
        newWeapon = new Weapons("OP Sword", 60, 35, 3, 4, 5);
        WeaponList.Add(newWeapon);
        newWeapon = new Weapons("Test Sword", 30, 15, 3, 4, 6);
        WeaponList.Add(newWeapon);
        newWeapon = new Weapons("Final Sword", 43, 12, 3, 4, 7);
        WeaponList.Add(newWeapon);
        newWeapon = new Weapons("Filler Rifle", 43, 12, 3, 4, 8);
        WeaponList.Add(newWeapon);


        newWeapon = new Weapons("Helmet", 29, 20, 1, 3, 9);       // Rifle
        ApparelList.Add(newWeapon);
        newWeapon = new Weapons("Chest Piece", 35, 15, 2, 3, 10); // Sword
        ApparelList.Add(newWeapon);
        newWeapon = new Weapons("Leggings", 10, 5, 4, 2, 11);     // Shield
        ApparelList.Add(newWeapon);
        newWeapon = new Weapons("Boots", 45, 29, 5, 4, 12);
        ApparelList.Add(newWeapon); // Legendary rifle
        newWeapon = new Weapons("Testing Chest", 30, 15, 2, 4, 13);
        ApparelList.Add(newWeapon);
        newWeapon = new Weapons("Testing Leggings", 10, 15, 4, 4, 13);
        ApparelList.Add(newWeapon);
        newWeapon = new Weapons("Testing Helmet", 5, 5, 1, 4, 13);
        ApparelList.Add(newWeapon);

        for (int i = 0; i < ItemSlots.Length; ++i)
        {
            ItemSlots[i].transform.parent.gameObject.GetComponent <Image>().enabled = false; // works
            // ItemSlots[i].GetComponentInParent<Image>().enabled = false; // doesnt work
            // idk why lol
        }
        EMScript = EquipmentManager.GetComponent <Equipment_Manager>();
        ItemSelectionTransform = ItemSelectionBox.GetComponent <RectTransform>();
        isShown = false;
    }
Beispiel #7
0
    protected void Start()
    {
        DynamicVisualAcuity = Random.Range(13, 20);
        Now_Action_Point    = Pull_Action_Point;
        Now_Move_Point      = Move_Point;

        UI_Manager = GameObject.Find("Canvas").GetComponent <UI_MANAGER>();
        Inventory  = GameObject.Find("Inventory").GetComponent <Inventory_Manager>();
        T          = transform.parent.GetComponent <Tile>();
        _Tile      = transform.parent.parent.GetComponent <Tile_Manager>();
        x          = T.X;
        y          = T.Y;

        Init();
        Board_Manager.m_Board_Manager.AddUnit(this);

        Board_Manager.m_Board_Manager.Loading++;
        Name = UI_Manager.EUFirstName[Random.Range(0, UI_Manager.EUFirstName.Length)] + " " + UI_Manager.EULastName[Random.Range(0, UI_Manager.EULastName.Length)];
    }
Beispiel #8
0
    public void  ItemOnClicked()
    {
        Inventory_Manager.Updata_Item_name(slotinfo_name);
        Wheel_select_item.sel_slot_number = slot_ID;

        StartCoroutine(Delay_Disappear());
        if (slot_item == null)
        {
            Tile_Item_use.baseTile      = null;
            Tile_Item_use.use_tile_item = null;
            return;
        }

        if (slot_item.Istile)
        {
            Tile_Item_use.baseTile      = Map_ctrl.Dec_name_to_Tiles[Slotname_to_TilesName[slot_item.Item_name]];
            Tile_Item_use.use_tile_item = AssetDatabase.LoadAssetAtPath("Assets/Inventory/Items/" + Slotname_to_TilesName[slot_item.Item_name] + ".asset", typeof(UnityEngine.ScriptableObject)) as Item;
        }
        else
        {
            Tile_Item_use.use_tile_item = null;
            Tile_Item_use.baseTile      = null;
        }
    }
Beispiel #9
0
 private void Awake()
 {
     instance = this;
 }
Beispiel #10
0
    public static TileBase baseTile;  //使用的填充瓦片物品

    void Update()
    {
        if (use_tile_item == null)
        {
            //Debug.Log("瓦片物品为空");
            return;
        }

        if (baseTile == null)
        {
            //Debug.Log("没有选择瓦片" + use_tile_item.Item_name);
            return;
        }

        if (use_tile_item.itemheld < 1)
        {
            //Debug.Log("数量不足" + use_tile_item.Item_name);
            return;
        }

        //右击空白地方创造瓦片
        if (use_tile_item.Item_name == "泥土" && Input.GetMouseButtonDown(1))
        {
            Debug.Log("   " + use_tile_item.Item_name);
            Vector3    mousePosition = Input.mousePosition;
            Vector3    wordPosition  = Camera.main.ScreenToWorldPoint(mousePosition);
            Vector3Int cellPosition  = tilemap.WorldToCell(wordPosition);
            TileBase   tb            = tilemap.GetTile(cellPosition);

            TileBase up_tile         = tilemap.GetTile(new Vector3Int(cellPosition.x, cellPosition.y + 1, cellPosition.z));
            TileBase down_tile       = tilemap.GetTile(new Vector3Int(cellPosition.x, cellPosition.y - 1, cellPosition.z));
            TileBase left_tile       = tilemap.GetTile(new Vector3Int(cellPosition.x - 1, cellPosition.y, cellPosition.z));
            TileBase right_tile      = tilemap.GetTile(new Vector3Int(cellPosition.x + 1, cellPosition.y, cellPosition.z));
            TileBase right_up_tile   = tilemap.GetTile(new Vector3Int(cellPosition.x + 1, cellPosition.y + 1, cellPosition.z));
            TileBase right_down_tile = tilemap.GetTile(new Vector3Int(cellPosition.x + 1, cellPosition.y - 1, cellPosition.z));
            TileBase left_up_tile    = tilemap.GetTile(new Vector3Int(cellPosition.x - 1, cellPosition.y + 1, cellPosition.z));
            TileBase left_down_tile  = tilemap.GetTile(new Vector3Int(cellPosition.x - 1, cellPosition.y - 1, cellPosition.z));



            if (tb == Map_ctrl.Dec_name_to_Tiles["right_land_tile"])
            {
                if (up_tile == Map_ctrl.Dec_name_to_Tiles["right_land_tile"] && down_tile == Map_ctrl.Dec_name_to_Tiles["right_land_tile"])
                {
                    tilemap.SetTile(cellPosition, baseTile);
                    tilemap.SetTile(new Vector3Int(cellPosition.x, cellPosition.y + 1, cellPosition.z), Map_ctrl.Dec_name_to_Tiles["right_down_land_tile"]);
                    tilemap.SetTile(new Vector3Int(cellPosition.x, cellPosition.y - 1, cellPosition.z), Map_ctrl.Dec_name_to_Tiles["right_up_land_tile"]);
                    tilemap.SetTile(new Vector3Int(cellPosition.x - 1, cellPosition.y, cellPosition.z), Map_ctrl.Dec_name_to_Tiles["right_land_tile"]);
                    tilemap.SetTile(new Vector3Int(cellPosition.x - 1, cellPosition.y + 1, cellPosition.z), Map_ctrl.Dec_name_to_Tiles["right_down_corner_tile"]);
                    tilemap.SetTile(new Vector3Int(cellPosition.x - 1, cellPosition.y - 1, cellPosition.z), Map_ctrl.Dec_name_to_Tiles["right_up_corner_tile"]);
                    use_tile_item.itemheld--;
                    Debug.Log(use_tile_item.itemheld);
                }
            }

            if (tb == Map_ctrl.Dec_name_to_Tiles["right_up_land_tile"])
            {
                if (up_tile == Map_ctrl.Dec_name_to_Tiles["glass_tile"] && down_tile == Map_ctrl.Dec_name_to_Tiles["right_land_tile"])
                {
                    tilemap.SetTile(cellPosition, baseTile);
                    //tilemap.SetTile(new Vector3Int(cellPosition.x, cellPosition.y + 1, cellPosition.z), Map_ctrl.Dec_name_to_Tiles["right_down_land_tile"]);
                    tilemap.SetTile(new Vector3Int(cellPosition.x, cellPosition.y - 1, cellPosition.z), Map_ctrl.Dec_name_to_Tiles["right_up_land_tile"]);
                    tilemap.SetTile(new Vector3Int(cellPosition.x - 1, cellPosition.y, cellPosition.z), Map_ctrl.Dec_name_to_Tiles["right_land_tile"]);
                    tilemap.SetTile(new Vector3Int(cellPosition.x - 1, cellPosition.y + 1, cellPosition.z), Map_ctrl.Dec_name_to_Tiles["right_land_tile"]);
                    tilemap.SetTile(new Vector3Int(cellPosition.x - 1, cellPosition.y - 1, cellPosition.z), Map_ctrl.Dec_name_to_Tiles["right_up_corner_tile"]);
                    use_tile_item.itemheld--;
                    Debug.Log(use_tile_item.itemheld);
                }
            }
            if (tb == Map_ctrl.Dec_name_to_Tiles["right_up_land_tile"])
            {
                if (up_tile == Map_ctrl.Dec_name_to_Tiles["glass_tile"] && down_tile == Map_ctrl.Dec_name_to_Tiles["right_down_land_tile"])
                {
                    tilemap.SetTile(cellPosition, baseTile);
                    //center
                    //tilemap.SetTile(new Vector3Int(cellPosition.x, cellPosition.y + 1, cellPosition.z), Map_ctrl.Dec_name_to_Tiles["right_down_land_tile"]);
                    //up
                    tilemap.SetTile(new Vector3Int(cellPosition.x, cellPosition.y - 1, cellPosition.z), Map_ctrl.Dec_name_to_Tiles["left_hole_land_tile"]);
                    //down
                    tilemap.SetTile(new Vector3Int(cellPosition.x - 1, cellPosition.y, cellPosition.z), Map_ctrl.Dec_name_to_Tiles["right_land_tile"]);
                    //left
                    tilemap.SetTile(new Vector3Int(cellPosition.x - 1, cellPosition.y + 1, cellPosition.z), Map_ctrl.Dec_name_to_Tiles["right_land_tile"]);
                    //left_up
                    tilemap.SetTile(new Vector3Int(cellPosition.x - 1, cellPosition.y - 1, cellPosition.z), Map_ctrl.Dec_name_to_Tiles["double_right_corner_tile"]);
                    //left_down
                    //tilemap.SetTile(new Vector3Int(cellPosition.x, cellPosition.y + 1, cellPosition.z), Map_ctrl.Dec_name_to_Tiles["right_down_land_tile"]);
                    //right
                    //tilemap.SetTile(new Vector3Int(cellPosition.x+1, cellPosition.y + 1, cellPosition.z), Map_ctrl.Dec_name_to_Tiles["right_down_land_tile"]);
                    //right_up
                    //tilemap.SetTile(new Vector3Int(cellPosition.x+1, cellPosition.y - 1, cellPosition.z), Map_ctrl.Dec_name_to_Tiles["right_down_land_tile"]);
                    //right_down
                    use_tile_item.itemheld--;
                    Debug.Log(use_tile_item.itemheld);
                }
            }
            if (tb == Map_ctrl.Dec_name_to_Tiles["left_hole_land_tile"])
            {
                if (up_tile == Map_ctrl.Dec_name_to_Tiles["glass_tile"] && down_tile == Map_ctrl.Dec_name_to_Tiles["glass_tile"] && left_tile == Map_ctrl.Dec_name_to_Tiles["double_right_corner_tile"] && right_tile == Map_ctrl.Dec_name_to_Tiles["glass_tile"])
                {
                    tilemap.SetTile(cellPosition, baseTile);
                    //center
                    //tilemap.SetTile(new Vector3Int(cellPosition.x, cellPosition.y + 1, cellPosition.z), Map_ctrl.Dec_name_to_Tiles["right_down_land_tile"]);
                    //up
                    //tilemap.SetTile(new Vector3Int(cellPosition.x, cellPosition.y - 1, cellPosition.z), Map_ctrl.Dec_name_to_Tiles["left_hole_land_tile"]);
                    //down
                    tilemap.SetTile(new Vector3Int(cellPosition.x - 1, cellPosition.y, cellPosition.z), Map_ctrl.Dec_name_to_Tiles["right_land_tile"]);
                    //left
                    //tilemap.SetTile(new Vector3Int(cellPosition.x - 1, cellPosition.y + 1, cellPosition.z), Map_ctrl.Dec_name_to_Tiles["right_land_tile"]);
                    //left_up
                    //tilemap.SetTile(new Vector3Int(cellPosition.x - 1, cellPosition.y - 1, cellPosition.z), Map_ctrl.Dec_name_to_Tiles["double_right_corner_tile"]);
                    //left_down
                    //tilemap.SetTile(new Vector3Int(cellPosition.x, cellPosition.y + 1, cellPosition.z), Map_ctrl.Dec_name_to_Tiles["right_down_land_tile"]);
                    //right
                    //tilemap.SetTile(new Vector3Int(cellPosition.x+1, cellPosition.y + 1, cellPosition.z), Map_ctrl.Dec_name_to_Tiles["right_down_land_tile"]);
                    //right_up
                    //tilemap.SetTile(new Vector3Int(cellPosition.x+1, cellPosition.y - 1, cellPosition.z), Map_ctrl.Dec_name_to_Tiles["right_down_land_tile"]);
                    //right_down
                    use_tile_item.itemheld--;
                    Debug.Log(use_tile_item.itemheld);
                }
            }

            if (tb == Map_ctrl.Dec_name_to_Tiles["right_down_land_tile"])
            {
                if (up_tile == Map_ctrl.Dec_name_to_Tiles["glass_tile"] && down_tile == Map_ctrl.Dec_name_to_Tiles["glass_tile"] && left_tile == Map_ctrl.Dec_name_to_Tiles["right_down_corner_tile"] && right_tile == Map_ctrl.Dec_name_to_Tiles["glass_tile"])
                {
                    tilemap.SetTile(cellPosition, baseTile);
                    //center
                    //tilemap.SetTile(new Vector3Int(cellPosition.x, cellPosition.y + 1, cellPosition.z), Map_ctrl.Dec_name_to_Tiles["right_down_land_tile"]);
                    //up
                    //tilemap.SetTile(new Vector3Int(cellPosition.x, cellPosition.y - 1, cellPosition.z), Map_ctrl.Dec_name_to_Tiles["left_hole_land_tile"]);
                    //down
                    tilemap.SetTile(new Vector3Int(cellPosition.x - 1, cellPosition.y, cellPosition.z), Map_ctrl.Dec_name_to_Tiles["right_land_tile"]);
                    //left
                    //tilemap.SetTile(new Vector3Int(cellPosition.x - 1, cellPosition.y + 1, cellPosition.z), Map_ctrl.Dec_name_to_Tiles["right_land_tile"]);
                    //left_up
                    //tilemap.SetTile(new Vector3Int(cellPosition.x - 1, cellPosition.y - 1, cellPosition.z), Map_ctrl.Dec_name_to_Tiles["double_right_corner_tile"]);
                    //left_down
                    //tilemap.SetTile(new Vector3Int(cellPosition.x, cellPosition.y + 1, cellPosition.z), Map_ctrl.Dec_name_to_Tiles["right_down_land_tile"]);
                    //right
                    //tilemap.SetTile(new Vector3Int(cellPosition.x+1, cellPosition.y + 1, cellPosition.z), Map_ctrl.Dec_name_to_Tiles["right_down_land_tile"]);
                    //right_up
                    //tilemap.SetTile(new Vector3Int(cellPosition.x+1, cellPosition.y - 1, cellPosition.z), Map_ctrl.Dec_name_to_Tiles["right_down_land_tile"]);
                    //right_down
                    use_tile_item.itemheld--;
                    Debug.Log(use_tile_item.itemheld);
                }
            }
            if (tb == Map_ctrl.Dec_name_to_Tiles["right_down_land_tile"])
            {
                if (up_tile == Map_ctrl.Dec_name_to_Tiles["right_up_corner_tile"] && down_tile == Map_ctrl.Dec_name_to_Tiles["right_down_land_tile"] &&
                    left_tile == Map_ctrl.Dec_name_to_Tiles["sea_tile"] && right_tile == Map_ctrl.Dec_name_to_Tiles["glass_tile"])

                {
                    tilemap.SetTile(cellPosition, baseTile);
                    //center
                    //tilemap.SetTile(new Vector3Int(cellPosition.x, cellPosition.y + 1, cellPosition.z), Map_ctrl.Dec_name_to_Tiles["right_down_land_tile"]);
                    //up
                    //tilemap.SetTile(new Vector3Int(cellPosition.x, cellPosition.y - 1, cellPosition.z), Map_ctrl.Dec_name_to_Tiles["left_hole_land_tile"]);
                    //down
                    tilemap.SetTile(new Vector3Int(cellPosition.x - 1, cellPosition.y, cellPosition.z), Map_ctrl.Dec_name_to_Tiles["right_land_tile"]);
                    //left
                    //tilemap.SetTile(new Vector3Int(cellPosition.x - 1, cellPosition.y + 1, cellPosition.z), Map_ctrl.Dec_name_to_Tiles["right_land_tile"]);
                    //left_up
                    //tilemap.SetTile(new Vector3Int(cellPosition.x - 1, cellPosition.y - 1, cellPosition.z), Map_ctrl.Dec_name_to_Tiles["double_right_corner_tile"]);
                    //left_down
                    //tilemap.SetTile(new Vector3Int(cellPosition.x, cellPosition.y + 1, cellPosition.z), Map_ctrl.Dec_name_to_Tiles["right_down_land_tile"]);
                    //right
                    //tilemap.SetTile(new Vector3Int(cellPosition.x+1, cellPosition.y + 1, cellPosition.z), Map_ctrl.Dec_name_to_Tiles["right_down_land_tile"]);
                    //right_up
                    //tilemap.SetTile(new Vector3Int(cellPosition.x+1, cellPosition.y - 1, cellPosition.z), Map_ctrl.Dec_name_to_Tiles["right_down_land_tile"]);
                    //right_down
                    use_tile_item.itemheld--;
                    Debug.Log(use_tile_item.itemheld);
                }
            }
            Inventory_Manager.Refresh_Item(Wheel_select_item.sel_slot_number);
        }
    }
Beispiel #11
0
 private void ShowB()
 {
     Inventory_Manager.Updata_Item_name("");
 }