Beispiel #1
0
    public void setInventory(EffectType type, bool set)
    {
        SpecialSkillSaver saver = new SpecialSkillSaver();

        saver.type           = type;
        saver.remaining_time = 0f;
        setInventory(saver, set);
    }
Beispiel #2
0
    public void DisableSkill(EffectType type)
    {
        SpecialSkill skill = _getSkill(type);

        if (skill == null)
        {
            return;
        }

        my_panel.UpdatePanel();
        SpecialSkillSaver saver = new SpecialSkillSaver();

        saver.type = type;
        setInventory(saver, false);
        Noisemaker.Instance.Click(ClickType.Cancel);
    }
Beispiel #3
0
    public void setInventory(SpecialSkillSaver skillsaver, bool set)
    {
        //     Debug.Log("Setting inventory " + skillsaver.type + " to " + set + "\n");

        bool         already_added = CheckSkill(skillsaver.type);
        SpecialSkill sk            = _getSkill(skillsaver.type);

        if (sk == null)
        {
            return;
        }

        if (set)
        {
            sk.SetRemainingTime(skillsaver.remaining_time);
        }
        //  else sk.SetRemainingTime(0f);

        if ((already_added && set) || (!already_added && !set))
        {
            return;
        }



        if (already_added && !set)
        {
            //     Debug.Log("Removing skill " + sk.type + "\n");
            removeFromIntentory(skillsaver.type);
            sk.In_inventory = set;
            return;
        }
        if (!already_added && set && !inventoryFull())
        {
            //    Debug.Log("Adding skill " + sk.type + "\n");
            in_inventory.Add(skillsaver);
            sk.In_inventory = set;

            return;
        }
    }