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); } }
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); }
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); }
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; } }
public void addItem(GameItem item, int pos) { ItemSlotController slot = itens[pos].GetComponent <ItemSlotController>(); if (!slot.hasItem) { slot.addToSlot(item); } }
public void Setup() { GameObject s = GameObject.Instantiate(Resources.Load("Prefabs/ItemSlot") as GameObject); slot = s.GetComponent <ItemSlotController>(); }