Beispiel #1
0
    private void SetupSlots()
    {
        int slotAmount = 8;

        if (itemSlots == null)
        {
            itemSlots = new List <ItemSlotController>();
        }
        else
        {
            itemSlots.Clear();
        }

        ResourceType[] resourceTypes = (ResourceType[])System.Enum.GetValues(typeof(ResourceType));
        // Create slotAmount many ItemSlots, each spaced 40 pixels(?) between each other.
        for (int i = 0; i < slotAmount; i++)
        {
            ItemSlotController itemSlot = Instantiate(ItemSlotPrefab) as ItemSlotController;
            itemSlot.transform.parent = this.transform;
            itemSlot.ResourceType     = resourceTypes[i];
            //itemSlot.transform.localPosition = Vector3.zero;

            int yPos = 0; // Should be 0, but for some reason the item slot is appearing below the itemBar with -50 as it's y...
            int xPos = -138 + (40 * i);

            itemSlot.transform.localPosition = new Vector2(xPos, yPos);
            itemSlot.transform.localScale    = new Vector3(1, 1, 1);
            itemSlots.Add(itemSlot);
        }
    }
Beispiel #2
0
    public void addEquipment(GameItem equipment)
    {
        GameObject itm = null;

        switch (equipment.equipmentType)
        {
        case EquipmentType.LeftArm:
            itm = _LeftArm;
            break;

        case EquipmentType.LeftLeg:
            itm = _LeftLeg;
            break;

        case EquipmentType.RightArm:
            itm = _RightArm;
            break;

        case EquipmentType.RightLeg:
            itm = _RightLeg;
            break;
        }

        ItemSlotController gamItm = itm.GetComponent <ItemSlotController>();

        gamItm.addToSlot(equipment);
    }
Beispiel #3
0
        public IEnumerator InventoryWindowTestsFirstElementShouldBeACepa()
        {
            InventoryItem item = new InventoryItem();

            item.type       = ItemType.CEPA;
            item.maxAmount  = 100;
            item.pickAmount = 1;
            item.icon       = Resources.Load <Sprite>("Sprites/cepa");

            gameController.inventory.insert(item);

            yield return(null);

            GameObject inventoryWindow = controller.transform.Find("InventoryWindow").gameObject;

            inventoryWindow.SetActive(true);

            yield return(null);

            ItemSlotController slot1 = inventoryWindowController.slots[0];

            Assert.AreEqual(ItemType.CEPA, slot1.item.type);
            Assert.AreEqual(1, slot1.item.count());
            Assert.IsTrue(slot1.infoNode.activeSelf);
            Assert.AreEqual(item.icon, slot1.icon.sprite);
            Assert.AreEqual("x1", slot1.count.text);
        }
Beispiel #4
0
 public void UpdateSlot(string item)
 {
     GameManager.Instance.UpdateItem(item);
     Slot.SetActive(true);
     slot = FindObjectOfType(typeof(ItemSlotController)) as ItemSlotController;
     if (item == "Empty")
     {
         slot.actualSprite = empty;
     }
     else if (item == "Cape")
     {
         slot.actualSprite = cape;
     }
     else if (item == "Potion")
     {
         slot.actualSprite = potion;
     }
     else if (item == "Bandage")
     {
         slot.actualSprite = bandage;
     }
     else if (item == "Pearl")
     {
         slot.actualSprite = pearl;
     }
     else if (item == "Shield")
     {
         slot.actualSprite = shield;
     }
 }
Beispiel #5
0
    public void addItem(GameItem item, int pos)
    {
        ItemSlotController slot = itens[pos].GetComponent <ItemSlotController>();

        if (!slot.hasItem)
        {
            slot.addToSlot(item);
        }
    }
Beispiel #6
0
        public void Setup()
        {
            GameObject s = GameObject.Instantiate(Resources.Load("Prefabs/ItemSlot") as GameObject);

            slot = s.GetComponent <ItemSlotController>();
        }