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; // } } }
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; } } }
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)); } }
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; } }