public void BtnBuyIntheUI() { GameManager.Instance.g_Money -= int_TotalMoney_Buy; for (int i = 0; i < slots.Count; i++) { Shop_Slot slot = slots[i].GetComponent <Shop_Slot>(); slot.thisItem.itemCount += slot.int_itemqty; slot.int_itemqty = 0; } // Reset int_TotalMoney_Buy = 0; }
public void MakeStoreSellSlots() { if (PlayerInventory) { for (int i = 0; i < PlayerInventory.myInventory.Count; i++) { if (PlayerInventory.myInventory[i].itemCount > 0) { // 1000: General if (WhichStore == 1000) { Debug.Log(WhichStore); if (PlayerInventory.myInventory[i].itemType == Item.ItemType.Use) { GameObject temp = Instantiate(blankStoreSellSlot, SellListParent); Shop_Slot newSlot = temp.GetComponent <Shop_Slot>(); if (newSlot) { newSlot.Sell_Setup(PlayerInventory.myInventory[i]); } } } // 1001: Armor else if (WhichStore == 1001) { Debug.Log(WhichStore); if (PlayerInventory.myInventory[i].itemType == Item.ItemType.Equip) { GameObject temp = Instantiate(blankStoreSellSlot, SellListParent); Shop_Slot newSlot = temp.GetComponent <Shop_Slot>(); if (newSlot) { newSlot.Sell_Setup(PlayerInventory.myInventory[i]); } } } } } } }
public void MakeStoreBuySlots() { // 1000: General if (WhichStore == 1000) { for (int i = 0; i < DB_Use_itemList.db_itemList.Count; i++) { if (DB_Use_itemList.db_itemList[i].itemType == Item.ItemType.Use) { GameObject StoreBuytemp = Instantiate(blankStoreBuySlot, BuyListParent); Shop_Slot newStoreBuySlot = StoreBuytemp.GetComponent <Shop_Slot>(); slots.Add(StoreBuytemp); if (newStoreBuySlot) { newStoreBuySlot.BuySlot_Setup(DB_Use_itemList.db_itemList[i], this); } } } } // 1001: Armor else if (WhichStore == 1001) { for (int i = 0; i < DB_Equip_itemList.db_itemList.Count; i++) { if (DB_Equip_itemList.db_itemList[i].itemType == Item.ItemType.Equip) { GameObject StoreBuytemp = Instantiate(blankStoreBuySlot, BuyListParent); Shop_Slot newStoreBuySlot = StoreBuytemp.GetComponent <Shop_Slot>(); if (newStoreBuySlot) { newStoreBuySlot.BuySlot_Setup(DB_Equip_itemList.db_itemList[i], this); } } } } }
public void BtnSellIntheUI() { GameManager.Instance.g_Money += int_TotalMoney_Sell; // thisitem count - qty for (int i = 0; i < slots.Count; i++) { Shop_Slot slot = slots[i].GetComponent <Shop_Slot>(); slot.thisItem.itemCount = slot.Get_current_ownqty(); slot.thisItem.itemCount -= slot.int_itemqty; slot.int_itemqty = 0; if (slot.thisItem.itemCount <= 0) { slots.RemoveAt(i); ClearInventorySlots(); MakeStoreSellSlots(); } } // Reset int_TotalMoney_Sell = 0; }