Beispiel #1
0
    public void Initialize(GameObject prfb)
    {
        itemPrfb = prfb;
        V_Weapon someWeapon = itemPrfb.GetComponent <V_Weapon>();

        if (someWeapon)
        {
            // switch (someWeapon.type)
            // {
            //  case V_Weapon.weaponType.pistol:
            //  icon.sprite = someWeapon.icon;
            //  itemNameTxt.text = someWeapon.name;
            //  // itemLevel.sprite = someWeapon.level;
            //  break;

            //  case V_Weapon.weaponType.rifle:
            itemNameTxt.text = someWeapon.name;
            icon.sprite      = someWeapon.icon;
            // itemle
            // // itemLevel.sprite = someWeapon.level;
            // break;

            // default:
            // break;
            // }
        }
    }
Beispiel #2
0
    public void Initialize(GameObject prfb)
    {
        // #revision: big revision!!!
        itemPrfb = prfb;
        V_Weapon someWeapon = itemPrfb.GetComponent <V_Weapon>();

        if (someWeapon)
        {
            if (itemPrfb.GetComponent <V_Weapon>().type == V_Weapon.weaponType.rifle)
            {
                itemClass = ItemClass.WEAPON;
                itemType  = ItemTypes.W_ASSAULT;
            }
            if (itemPrfb.GetComponent <V_Weapon>().type == V_Weapon.weaponType.pistol)
            {
                itemClass = ItemClass.WEAPON;
                itemType  = ItemTypes.W_PISTOL;
            }


            switch (itemClass)
            {
            case ItemClass.WEAPON:
                icon.sprite      = itemPrfb.GetComponent <V_Weapon>().icon;
                itemNameTxt.text = itemPrfb.GetComponent <V_Weapon>().name;
                timeTxt.text     = itemPrfb.GetComponent <V_Weapon>().lifeTime.ToString();

                break;

            case ItemClass.GEAR:
                icon.sprite      = itemPrfb.GetComponent <V_Gear>().icon;
                itemNameTxt.text = itemPrfb.GetComponent <V_Gear>().name;
                // #revision: does Gear have lifeTime?
                // timeTxt.text = itemPrfb.GetComponent<V_Gear>().lifeTime.ToString();

                break;

            case ItemClass.CHARACTER:
                // icon = itemPrfb.GetComponent<V_Character>().icon;
                break;

            default:
                UIController.ThrowError("V_InventoryItem: Item type is not set properly", UIController.CloseError);
                break;
            }
        }
    }
Beispiel #3
0
    void CompareWeapon(V_ShopItem item1, V_ShopItem item2)
    {
        tmpWeapon1 = item1.itemPrfb.GetComponent <V_Weapon>();

        if (tmpWeapon1 == null)
        {
            UIController.ThrowError("V_Shop: CompareWeapon(): Cannot Find a ShopItem reference", UIController.CloseError);
            return;
        }

        UIController.Enable_DisableUI(weaponComp, gearComp, characterComp);
        // if we have just the first Item, we wanna show its detail, but not compare it to anaother item
        if (item2 == null)
        {
            // sliders related to the first selected Item
            StartCoroutine(UIController.FillSlider(weaponComparer.accuracy_firstItem, tmpWeapon1.accuracy / 100f));
            StartCoroutine(UIController.FillSlider(weaponComparer.clipSize_firstItem, tmpWeapon1.clipSize / 100f));
            StartCoroutine(UIController.FillSlider(weaponComparer.damage_firstItem, tmpWeapon1.damage / 100f));
            StartCoroutine(UIController.FillSlider(weaponComparer.fireRate_firstItem, tmpWeapon1.fireRate / 100f));
            StartCoroutine(UIController.FillSlider(weaponComparer.weight_firstItem, tmpWeapon1.weight / 100f));

            // second Item sliders
            weaponComparer.accuracy_secondItem.gameObject.SetActive(false);
            weaponComparer.clipSize_secondItem.gameObject.SetActive(false);
            weaponComparer.damage_secondItem.gameObject.SetActive(false);
            weaponComparer.fireRate_secondItem.gameObject.SetActive(false);
            weaponComparer.weight_secondItem.gameObject.SetActive(false);
        }


        else if (item2 != null)
        {
            weaponComparer.accuracy_secondItem.gameObject.SetActive(true);
            weaponComparer.clipSize_secondItem.gameObject.SetActive(true);
            weaponComparer.damage_secondItem.gameObject.SetActive(true);
            weaponComparer.fireRate_secondItem.gameObject.SetActive(true);
            weaponComparer.weight_secondItem.gameObject.SetActive(true);

            tmpWeapon2 = item2.itemPrfb.GetComponent <V_Weapon>();
            StartCoroutine(UIController.FillSlider(weaponComparer.accuracy_secondItem, tmpWeapon2.accuracy / 100f));
            StartCoroutine(UIController.FillSlider(weaponComparer.clipSize_secondItem, tmpWeapon2.clipSize / 100f));
            StartCoroutine(UIController.FillSlider(weaponComparer.damage_secondItem, tmpWeapon2.damage / 100f));
            StartCoroutine(UIController.FillSlider(weaponComparer.fireRate_secondItem, tmpWeapon2.fireRate / 100f));
            StartCoroutine(UIController.FillSlider(weaponComparer.weight_secondItem, tmpWeapon2.weight / 100f));
        }
    }
Beispiel #4
0
    public void BuyItem(V_GachaponItem item)
    {
        // #revision: add other types of items
        if (playerModel.charge < 20)
        {
            UIController.AskYesNoQ("Do you wanna charge?",
                                   () => { /* go buy something */ },
                                   UIController.CloseYesNoQ);
        }
        try
        {
            V_Weapon tmpWeapon = item.itemPrfb.GetComponent <V_Weapon>();

            if (tmpWeapon != null)
            {
                // #revision: name should be on the item itself
                UIController.ThrowError("you bought " + item.itemPrfb.name, UIController.CloseError);
            }
        }
        catch (System.Exception err)
        {
            throw err;
        }
    }