/// <summary> /// Sell item now to this vendor. The vendor doesn't sell the object, the user sells to this vendor. /// Note that this does not show any UI or warnings and immediately handles the action. /// </summary> /// <param name="item"></param> /// <param name="amount"></param> /// <returns></returns> public virtual bool SellItemToVendorNow(InventoryItemBase item, uint amount) { if (CanSellItemToVendor(item, amount) == false) { return(false); } if (enableBuyBack) { var copy = GameObject.Instantiate <InventoryItemBase>(item); copy.currentStackSize = (uint)amount; copy.transform.SetParent(buyBackParent.transform); if (buyBackIsShared) { if (buyBackDict.ContainsKey(vendorCategory) == false) { buyBackDict.Add(vendorCategory, new List <InventoryItemBase>()); } buyBackDict[vendorCategory].Add(copy); if (buyBackDict[vendorCategory].Count > maxBuyBackItemSlotsCount) { Destroy(buyBackDict[vendorCategory][0].gameObject); buyBackDict[vendorCategory].RemoveAt(0); } } else { // Not shared drop in object array buyBackList.Add(copy); if (buyBackList.Count > maxBuyBackItemSlotsCount) { Destroy(buyBackList[0].gameObject); buyBackList.RemoveAt(0); } } } InventoryManager.instance.inventory.gold += GetSellPrice(item, (uint)amount); InventoryManager.RemoveItem(item.ID, amount, false); vendorUI.NotifyItemSoldToVendor(item, amount); return(true); }
private IEnumerator _CraftItem(InventoryCraftingCategory category, InventoryCraftingBlueprint blueprint, int amount, float currentCraftTime) { bool canCraft = CanCraftBlueprint(blueprint, category.alsoScanBankForRequiredItems, amount); if (canCraft) { float counter = currentCraftTime; while (true) { yield return(new WaitForSeconds(Time.deltaTime)); // Update loop counter -= Time.deltaTime; NotifyCraftProgress(category, blueprint, 1.0f - Mathf.Clamp01(counter / currentCraftTime)); if (counter <= 0.0f) { break; } } // Remove items from inventory foreach (var item in blueprint.requiredItems) { InventoryManager.RemoveItem(item.item.ID, (uint)item.amount, category.alsoScanBankForRequiredItems); // * GetCraftInputFieldAmount() } // Remove gold InventoryManager.instance.inventory.gold -= blueprint.craftCostPrice; if (blueprint.successChanceFactor >= Random.value) { // Store crafted item var c = GameObject.Instantiate <InventoryItemBase>(blueprint.itemResult); c.currentStackSize = (uint)(blueprint.itemResultCount); // * GetCraftInputFieldAmount() if (category.forceSaveInCollection != null) { category.forceSaveInCollection.AddItem(c); } else { InventoryManager.AddItem(c); } InventoryManager.instance.lang.craftedItem.Show(blueprint.itemResult.name, blueprint.itemResult.description); if (OnCraftSuccess != null) { OnCraftSuccess(category, blueprint, c); } } else { InventoryManager.instance.lang.craftingFailed.Show(blueprint.itemResult.name, blueprint.itemResult.description); if (OnCraftFailed != null) { OnCraftFailed(category, blueprint); } } amount--; if (amount > 0) { if (blueprintCraftAmountInput != null) { blueprintCraftAmountInput.text = amount.ToString(); } activeCraft = _CraftItem(category, blueprint, amount, Mathf.Clamp(currentCraftTime / blueprint.craftingTimeSpeedupFactor, 0.0f, blueprint.craftingTimeDuration)); StartCoroutine(activeCraft); } else { activeCraft = null; // All done } } else { //StopCoroutine(activeCraft); activeCraft = null; } }
private IEnumerator _CraftItem(InventoryCraftingCategory category, InventoryCraftingBlueprint blueprint, int amount, float currentCraftTime) { bool canCraft = CanCraftBlueprint(blueprint, category.alsoScanBankForRequiredItems, amount); if (canCraft) { float counter = currentCraftTime; while (true) { yield return(new WaitForSeconds(Time.deltaTime)); // Update loop counter -= Time.deltaTime; NotifyCraftProgress(category, blueprint, 1.0f - Mathf.Clamp01(counter / currentCraftTime)); if (counter <= 0.0f) { break; } } // Remove items from inventory uint[] keys = currentBlueprintItemsDict.Keys.ToArray(); uint[] vals = currentBlueprintItemsDict.Values.ToArray(); for (int i = 0; i < keys.Length; i++) { InventoryManager.RemoveItem(keys[i], vals[i], category.alsoScanBankForRequiredItems); // * GetCraftInputFieldAmount() } for (int i = 0; i < keys.Length; i++) { uint c = InventoryManager.GetItemCount(keys.ElementAt(i), category.alsoScanBankForRequiredItems); foreach (var item in items) { if (item.item != null && c == 0) { item.item = null; item.Repaint(); } } } // Remove gold InventoryManager.instance.inventory.gold -= blueprint.craftCostPrice; if (blueprint.successChanceFactor >= Random.value) { // Store crafted item var c = GameObject.Instantiate <InventoryItemBase>(blueprint.itemResult); c.currentStackSize = (uint)(blueprint.itemResultCount); // * GetCraftInputFieldAmount() if (category.forceSaveInCollection != null) { category.forceSaveInCollection.AddItem(c); } else { InventoryManager.AddItem(c); } InventoryManager.instance.lang.craftedItem.Show(blueprint.itemResult.name, blueprint.itemResult.description); if (OnCraftSuccess != null) { OnCraftSuccess(category, blueprint, c); } } else { InventoryManager.instance.lang.craftingFailed.Show(blueprint.itemResult.name, blueprint.itemResult.description); if (OnCraftFailed != null) { OnCraftFailed(category, blueprint); } } amount--; currentBlueprintItemsDict.Clear(); if (amount > 0) { activeCraft = _CraftItem(category, blueprint, amount, Mathf.Clamp(currentCraftTime / blueprint.craftingTimeSpeedupFactor, 0.0f, blueprint.craftingTimeDuration)); StartCoroutine(activeCraft); } else { activeCraft = null; // All done } } else { //StopCoroutine(activeCraft); activeCraft = null; } }