GetQty() public method

public GetQty ( ) : int
return int
Beispiel #1
0
 public virtual float GetWeight()
 {    //Return the weight of the object stack
     if (objInt == null)
     {
         return(0.0f);
     }
     else
     {
         return((float)(objInt.GetQty()) * ObjectInteraction.Weight[objInt.item_id] * 0.1f);
     }
 }
Beispiel #2
0
 void DisplayGameObject(ObjectInteraction obj, RawImage Label, Text qtyDisplay, bool isEquipped, ref bool hasChanged)
 {
     if (hasChanged == true)
     {
         if (obj == null)
         {
             Label.texture = Blank;
             if (qtyDisplay != null)
             {
                 qtyDisplay.text = "";
             }
             hasChanged = false;
             return;
         }
         hasChanged = false;
         if (obj != null)
         {
             if (isEquipped == true)
             {
                 Label.texture = obj.GetEquipDisplay().texture;
             }
             else
             {
                 Label.texture = obj.GetInventoryDisplay().texture;
                 if (qtyDisplay != null)
                 {
                     int qty = obj.GetQty();
                     if (qty <= 1)
                     {
                         qtyDisplay.text = "";
                     }
                     else
                     {
                         qtyDisplay.text = qty.ToString();
                     }
                 }
             }
         }
         else
         {
             Label.texture = Blank;
             if (qtyDisplay != null)
             {
                 qtyDisplay.text = "";
             }
         }
     }
 }
    void RightClickPickup()
    {
        //pInv = player.GetComponent<PlayerInventory>();
        GameObject ObjectUsedOn = null;      //The object at the clicked slot
        bool       DoNotPickup  = false;

        if (UWCharacter.Instance.playerInventory.ObjectInHand != "")
        {
            ObjectInteraction objInt = UWCharacter.Instance.playerInventory.GetGameObjectInHand().GetComponent <ObjectInteraction>();
            if ((SlotCategory != objInt.GetItemType()) && (SlotCategory != -1))
            {            //Slot is not a general use on andThis item type does not go in this slot.
                         //	Debug.Log ("cannot pickup an " + objInt.GetItemType() + " in a " + SlotCategory);
                DoNotPickup = true;
            }
            //Eating food dropped in helm slot
            if (SlotCategory == HELM)
            {
                if (objInt.GetItemType() == ObjectInteraction.FOOD)
                {
                    objInt.Use();
                    DoNotPickup = true;
                    return;
                }
            }

            //if ((objInt.isQuant()==true) && (objInt.isEnchanted()==false))
            if (objInt.IsStackable())
            {
                ObjectUsedOn = UWCharacter.Instance.playerInventory.GetGameObjectAtSlot(slotIndex);                //GameObject.Find (pInv.GetObjectAtSlot(slotIndex));
                if (ObjectUsedOn != null)
                {
                    if (ObjectInteraction.CanMerge(ObjectUsedOn.GetComponent <ObjectInteraction>(), objInt))
                    //	if ((objInt.item_id==ObjectUsedOn.GetComponent<ObjectInteraction>().item_id) && (objInt.quality==ObjectUsedOn.GetComponent<ObjectInteraction>().quality))
                    {
                        //merge the items
                        ObjectInteraction.Merge(ObjectUsedOn.GetComponent <ObjectInteraction>(), objInt);
                        //ObjectUsedOn.GetComponent<ObjectInteraction>().link=ObjectUsedOn.GetComponent<ObjectInteraction>().link+objInt.link;
                        UWHUD.instance.CursorIcon = UWHUD.instance.CursorIconDefault;
                        UWCharacter.Instance.playerInventory.ObjectInHand = "";
                        UWCharacter.Instance.playerInventory.Refresh(slotIndex);
                        //Destroy(objInt.gameObject);
                        return;
                    }
                }
            }
        }
        //Code for when I right click in pickup mode.
        if (UWCharacter.Instance.playerInventory.GetObjectAtSlot(slotIndex) != "")
        {                //Special case for opening containers in pickup mode.
            ObjectUsedOn = UWCharacter.Instance.playerInventory.GetGameObjectAtSlot(slotIndex);
            if ((UWCharacter.Instance.playerInventory.ObjectInHand == ""))
            {
                if (ObjectUsedOn.GetComponent <Container>() != null)
                {
                    if (ObjectUsedOn.GetComponent <Container>().isOpenOnPanel == true)
                    {
                        return;
                    }
                    UWCharacter.Instance.playerInventory.ObjectInHand = ObjectUsedOn.name;
                    UWHUD.instance.CursorIcon = ObjectUsedOn.GetComponent <ObjectInteraction>().GetInventoryDisplay().texture;
                    if (this.slotIndex >= 11)
                    {
                        //Container cn = //;GameObject.Find(pInv.currentContainer).GetComponent<Container>();
                        UWCharacter.Instance.playerInventory.GetCurrentContainer().RemoveItemFromContainer(UWCharacter.Instance.playerInventory.ContainerOffset + this.slotIndex - 11);
                    }
                    UWCharacter.Instance.playerInventory.ClearSlot(this.slotIndex);
                    return;
                }
            }
        }

        if (UWCharacter.Instance.playerInventory.GetObjectAtSlot(slotIndex) == "")      //No object in slot
        {
            if (DoNotPickup == false)
            {
                if (Container.TestContainerRules(UWCharacter.Instance.playerInventory.GetCurrentContainer(), slotIndex, false))
                {
                    UWCharacter.Instance.playerInventory.SetObjectAtSlot(slotIndex, UWCharacter.Instance.playerInventory.ObjectInHand);
                    UWHUD.instance.CursorIcon = UWHUD.instance.CursorIconDefault;
                    UWCharacter.Instance.playerInventory.SetObjectInHand("");                            // .ObjectInHand="";
                }
            }
        }
        else
        {
            bool ObjectActivated = false;
            //Get the object at the slot and test it's activation.
            ObjectUsedOn = UWCharacter.Instance.playerInventory.GetGameObjectAtSlot(slotIndex);            //GameObject.Find (pInv.GetObjectAtSlot(slotIndex));
            //When right clicking only try to activate when an object in in the hand
            if (UWCharacter.Instance.playerInventory.GetObjectInHand() != "")
            {
                ObjectActivated = ObjectUsedOn.GetComponent <ObjectInteraction>().Use();
            }
            if (ObjectActivated == false)
            {                    //if nothing happened when I clicked on the object at the slot with something in hand.
                if (UWCharacter.Instance.playerInventory.GetObjectInHand() != "")
                {
                    if (DoNotPickup == false)
                    {
                        //TODO: Make sure this works with Equipment slots
                        //No effect occurred. Swap the two objects.
                        if (Container.TestContainerRules(UWCharacter.Instance.playerInventory.GetCurrentContainer(), slotIndex, true))
                        {
                            UWCharacter.Instance.playerInventory.SwapObjects(ObjectUsedOn, slotIndex, UWCharacter.Instance.playerInventory.ObjectInHand);
                            UWCharacter.Instance.playerInventory.Refresh();
                        }
                    }
                }
                else
                {                        //Pick up the item at that slot.
                    //TODO: Make this work with Equipment slots
                    if (DoNotPickup == false)
                    {
                        ObjectInteraction objIntUsedOn = ObjectUsedOn.GetComponent <ObjectInteraction>();
                        //if ((ObjectUsedOn.GetComponent<ObjectInteraction>().isQuant() ==false) || ((ObjectUsedOn.GetComponent<ObjectInteraction>().isQuant())&&(ObjectUsedOn.GetComponent<ObjectInteraction>().link==1)) || (ObjectUsedOn.GetComponent<ObjectInteraction>().isEnchanted() ==true))
                        if ((!objIntUsedOn.IsStackable()) || ((objIntUsedOn.IsStackable()) && (objIntUsedOn.GetQty() <= 1)))
                        {                                //Is either not a quant or is a quantity of 1
                            UWCharacter.Instance.playerInventory.ObjectInHand = ObjectUsedOn.name;
                            //UWHUD.instance.CursorIcon= ObjectUsedOn.GetComponent<ObjectInteraction>().GetInventoryDisplay().texture;
                            UWHUD.instance.CursorIcon = objIntUsedOn.GetInventoryDisplay().texture;
                            if (this.slotIndex >= 11)
                            {
                                UWCharacter.Instance.playerInventory.GetCurrentContainer().RemoveItemFromContainer(UWCharacter.Instance.playerInventory.ContainerOffset + this.slotIndex - 11);
                            }
                            UWCharacter.Instance.playerInventory.ClearSlot(this.slotIndex);
                        }
                        else
                        {
                            //Debug.Log("attempting to pick up a quantity");
                            if (ConversationVM.InConversation == true)
                            {
                                //UWHUD.instance.MessageScroll.SetAnchorX(1.0f);//Move off screen.
                                //UWHUD.instance.MessageScrollTemp.SetAnchorX(0.06f);
                                InventorySlot.TempLookAt = UWHUD.instance.MessageScroll.NewUIOUt.text;
                                UWHUD.instance.MessageScroll.Set("Move how many?");

                                ConversationVM.EnteringQty = true;
                            }
                            else
                            {
                                UWHUD.instance.MessageScroll.Set("Move how many?");
                            }
                            InputField inputctrl = UWHUD.instance.InputControl;

                            inputctrl.gameObject.SetActive(true);
                            inputctrl.text = objIntUsedOn.GetQty().ToString();                          //"1";


                            inputctrl.gameObject.GetComponent <InputHandler>().target           = this.gameObject;
                            inputctrl.gameObject.GetComponent <InputHandler>().currentInputMode = InputHandler.InputInventoryQty;

                            inputctrl.contentType = InputField.ContentType.IntegerNumber;
                            inputctrl.Select();

                            WindowDetect.WaitingForInput = true;
                            Time.timeScale = 0.0f;
                            QuantityObj    = ObjectUsedOn;
                        }
                    }
                }
            }
        }
    }
    /// <summary>
    /// Launchs the ammo.
    /// </summary>
    /// <returns><c>true</c>, if ammo was launched, <c>false</c> otherwise.</returns>
    bool LaunchAmmo(float charge)
    {
        if (currentAmmo != null)
        {
            Ray ray;
            if (UWCharacter.Instance.MouseLookEnabled == true)
            {
                ray = Camera.main.ViewportPointToRay(new Vector3(0.5f, 0.5f, 0f));
            }
            else
            {
                ray = Camera.main.ScreenPointToRay(Input.mousePosition);
            }

            RaycastHit hit       = new RaycastHit();
            float      dropRange = 0.5f;
            if (!Physics.Raycast(ray, out hit, dropRange))
            {///Checks No object interferes with the launch
                float      force = 1000.0f * (charge / 100.0f);
                GameObject launchedItem;
                if (currentAmmo.GetQty() == 1)
                {
                    launchedItem = currentAmmo.gameObject;
                    UWCharacter.Instance.playerInventory.RemoveItem(currentAmmo);
                    //launchedItem.transform.parent=GameWorldController.instance.DynamicObjectMarker();
                    GameWorldController.MoveToWorld(launchedItem);
                    launchedItem.transform.position = ray.GetPoint(dropRange - 0.1f);
                }
                else
                {//reduce this quantity by one and create a copy in the world
                    ObjectLoaderInfo newobjt = ObjectLoader.newWorldObject(currWeaponRanged.AmmoType(), 40, 0, 1, 256);
                    launchedItem = ObjectInteraction.CreateNewObject(CurrentTileMap(), newobjt, CurrentObjectList().objInfo, GameWorldController.instance.DynamicObjectMarker().gameObject, ray.GetPoint(dropRange - 0.1f)).gameObject;
                    currentAmmo.consumeObject();
                }
                launchedItem.GetComponent <ObjectInteraction>().isquant = 1;
                UnFreezeMovement(launchedItem);
                Vector3 ThrowDir = ray.GetPoint(dropRange) - ray.origin;

                ///Apply the force along the direction of the ray that the player has targetted along.
                launchedItem.GetComponent <Rigidbody>().AddForce(ThrowDir * force);
                GameObject myObjChild = new GameObject(launchedItem.name + "_damage");
                myObjChild.transform.position = launchedItem.transform.position;
                myObjChild.transform.parent   = launchedItem.transform;
                ///Appends ProjectileDamage to the projectile to act as the damage delivery method.
                ProjectileDamage pd = myObjChild.AddComponent <ProjectileDamage>();
                pd.Source       = UWCharacter.Instance.gameObject;
                pd.Damage       = (short)currWeaponRanged.Damage(); //   (short)(10.0f*(Charge/100.0f));
                pd.AttackCharge = charge;
                pd.AttackScore  = UWCharacter.Instance.PlayerSkills.GetSkill(Skills.SkillAttack) / 2 + UWCharacter.Instance.PlayerSkills.GetSkill(Skills.SkillMissile);
                return(true);
            }
            else
            {
                return(false);
            }
        }
        else
        {//No ammo?? Should not happen
            return(false);
        }
    }
    void RightClickPickup()
    {
        ObjectInteraction ObjectUsedOn = UWCharacter.Instance.playerInventory.GetObjectIntAtSlot(slotIndex);//The object at the clicked slot
        bool DoNotPickup = false;

        if (CurrentObjectInHand != null)
        {
            if ((SlotCategory != CurrentObjectInHand.GetItemType()) && (SlotCategory != -1))
            {//Slot is not a general use on and This item type does not go in this slot.
                DoNotPickup = true;
            }
            //Eating food dropped in helm slot
            if (SlotCategory == HELM)
            {
                if (CurrentObjectInHand.GetItemType() == ObjectInteraction.FOOD)
                {
                    CurrentObjectInHand.Use();
                    DoNotPickup = true;
                    return;
                }
            }

            if (CurrentObjectInHand.IsStackable())
            {
                if (ObjectUsedOn != null)
                {
                    if (ObjectInteraction.CanMerge(ObjectUsedOn, CurrentObjectInHand))
                    {
                        //merge the items
                        ObjectInteraction.Merge(ObjectUsedOn, CurrentObjectInHand);
                        CurrentObjectInHand = null;
                        UWCharacter.Instance.playerInventory.Refresh();
                        return;
                    }
                }
            }
        }

        //Code for when I right click in pickup mode.
        if (UWCharacter.Instance.playerInventory.GetObjectAtSlot(slotIndex) != null)
        {//Special case for opening containers in pickup mode.
            if ((CurrentObjectInHand == null))
            {
                if (ObjectUsedOn.GetComponent <Container>() != null)
                {
                    if (ObjectUsedOn.GetComponent <Container>().isOpenOnPanel == true)
                    {
                        return;
                    }
                    CurrentObjectInHand = ObjectUsedOn.GetComponent <ObjectInteraction>();
                    if (this.slotIndex >= 11)
                    {
                        UWCharacter.Instance.playerInventory.currentContainer.RemoveItemFromContainer(UWCharacter.Instance.playerInventory.ContainerOffset + this.slotIndex - 11);
                    }
                    UWCharacter.Instance.playerInventory.ClearSlot(this.slotIndex);
                    return;
                }
            }
        }

        if (UWCharacter.Instance.playerInventory.GetObjectAtSlot(slotIndex) == null)//No object in slot
        {
            if (DoNotPickup == false)
            {
                if (Container.TestContainerRules(UWCharacter.Instance.playerInventory.currentContainer, slotIndex, false))
                {
                    UWCharacter.Instance.playerInventory.SetObjectAtSlot(slotIndex, CurrentObjectInHand);
                    CurrentObjectInHand = null;
                }
            }
        }
        else
        {
            bool ObjectActivated = false;
            //Get the object at the slot and test it's activation.

            //When right clicking only try to activate when an object in in the hand
            if (CurrentObjectInHand != null)
            {
                ObjectActivated = ObjectUsedOn.GetComponent <ObjectInteraction>().Use();
            }
            if (ObjectActivated == false)
            {//if nothing happened when I clicked on the object at the slot with something in hand.
                if (CurrentObjectInHand != null)
                {
                    if (DoNotPickup == false)
                    {
                        //TODO: Make sure this works with Equipment slots
                        //No effect occurred. Swap the two objects.
                        if (Container.TestContainerRules(UWCharacter.Instance.playerInventory.currentContainer, slotIndex, true))
                        {
                            UWCharacter.Instance.playerInventory.SwapObjects(ObjectUsedOn, slotIndex, CurrentObjectInHand);
                            UWCharacter.Instance.playerInventory.Refresh();
                        }
                    }
                }
                else
                {//Pick up the item at that slot.
                 //TODO: Make this work with Equipment slots
                    if (DoNotPickup == false)
                    {
                        ObjectInteraction objIntUsedOn = ObjectUsedOn.GetComponent <ObjectInteraction>();
                        if ((!objIntUsedOn.IsStackable()) || ((objIntUsedOn.IsStackable()) && (objIntUsedOn.GetQty() <= 1)))
                        {//Is either not a quant or is a quantity of 1
                            CurrentObjectInHand = ObjectUsedOn;
                            if (this.slotIndex >= 11)
                            {
                                UWCharacter.Instance.playerInventory.currentContainer.RemoveItemFromContainer(UWCharacter.Instance.playerInventory.ContainerOffset + this.slotIndex - 11);
                            }
                            UWCharacter.Instance.playerInventory.ClearSlot(this.slotIndex);
                        }
                        else
                        {
                            if (ConversationVM.InConversation == true)
                            {
                                //InventorySlot.TempLookAt = UWHUD.instance.MessageScroll.NewUIOUt.text;
                                //UWHUD.instance.MessageScroll.NewUIOUt.text = "";
                                UWHUD.instance.ConversationButtonParent.SetActive(false);
                                UWHUD.instance.MessageScroll.Set("Move how many?");
                                ConversationVM.EnteringQty = true;
                            }
                            else
                            {
                                UWHUD.instance.MessageScroll.Set("Move how many?");
                            }
                            InputField inputctrl = UWHUD.instance.InputControl;

                            inputctrl.gameObject.SetActive(true);
                            inputctrl.text = objIntUsedOn.GetQty().ToString();//"1";
                            inputctrl.gameObject.GetComponent <InputHandler>().target           = this.gameObject;
                            inputctrl.gameObject.GetComponent <InputHandler>().currentInputMode = InputHandler.InputInventoryQty;
                            inputctrl.contentType = InputField.ContentType.IntegerNumber;
                            inputctrl.Select();

                            WindowDetect.WaitingForInput = true;
                            Time.timeScale = 0.0f;
                            QuantityObj    = ObjectUsedOn;
                        }
                    }
                }
            }
        }
    }