public void Initialize(InventaryViewer inventary_viewer, InventaryGroup group)
        {
            this.inventary_viewer = inventary_viewer;
            this.mtransform       = this.transform;
            this.thisGroup        = group;
            itemViewers           = new List <InventaryItemViewer>(GetComponentsInChildren <InventaryItemViewer>());

            while (itemViewers.Count > 0)
            {
                InventaryItemViewer viewer = itemViewers[0];
                Destroy(viewer.gameObject);
                itemViewers.RemoveAt(0);
            }
            itemViewers.Clear();


            for (int i = 0; i < thisGroup.MaxCapacity; i++)
            {
                InventaryItemViewer itemViewer = Instantiate <InventaryItemViewer>(ItemViewerPrefab, this.mtransform);
                itemViewer.Initialize(this);
                itemViewers.Add(itemViewer);
                if (thisGroup.items != null && i < thisGroup.items.Count)
                {
                    itemViewer.SetItem(thisGroup.items[i]);
                }
            }
            thisGroup.AddedItem   += new ItemEvent(AddItem);
            thisGroup.RemovedItem += new ItemEvent(RemoveItem);
        }
Beispiel #2
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        public ItemController GetSelectedAt(string group)
        {
            InventaryGroup invgroup = GetGroup(group);

            if (invgroup == null)
            {
                return(null);
            }
            return(invgroup.GetSelected());
        }
Beispiel #3
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        public override void Use(CharController character)
        {
            InventaryGroup g = character.inventary.GetGroup("Ammo");

            if (g != null)
            {
                ItemController it = g.GetItemByName(getGunStats().ammoName);
                if (it != null && it is ConsumableItem)
                {
                    ConsumableItem consumable = (it as ConsumableItem);

                    int lack = (this.getGunStats().maxClip - ActualAmmo);
                    if (lack <= 0)
                    {
                        return;
                    }
                    else
                    {
                        int getUnits = (consumable.Units < lack ? consumable.Units : lack);

                        reloading = consumable;
                        consumable.Use(character);

                        consumable.Units -= getUnits;
                        ActualAmmo       += getUnits;


                        int index = character.anim.GetLayerIndex(Stats.animLayer);
                        character.anim.Play(Stats.animation, index);
                        character.anim.SetLayerWeight(index, 1);
                        character.ik.DisableLeftHand  = consumable.getConsumableStats().DisableLeftHand;
                        character.ik.DisableRightHand = consumable.getConsumableStats().DisableRightHands;

                        Debug.Log(Stats.animation);
                        Debug.Log(index);
                    }
                }
            }
            base.Use(character);
        }
        internal void Initialize(InventaryController inventaryController)
        {
            inventary = inventaryController;
            foreach (InventaryGroupViewer v in viewers)
            {
                if (!mappedViewers.ContainsKey(v.SlotType))
                {
                    mappedViewers.Add(v.SlotType, v);
                    InventaryGroup group = inventaryController.GetGroup(v.SlotType);
                    if (group != null)
                    {
                        v.Initialize(this, group);
                    }
                }
            }

            SceneViewer.Initialize(this, new InventaryGroup()
            {
                MaxCapacity = MaxSceneItems
            });
            Scroll.Initialize();
        }
        public void GunControl()
        {
            ItemController selectedWeapon = inventary.GetSelectedAt("PrimaryWeapon");

            if (selectedWeapon != null)
            {
                selectedWeapon.Show();
                if (selectedWeapon is GunController)
                {
                    states.Armed = true;
                    GunController GUN = (selectedWeapon as GunController);
                    this.SetHandState(GUN.getGunStats().HandsState);

                    ik.LeftHandPosition  = GUN.leftHandPosition;
                    ik.LeftElbowPosition = GUN.leftElbowPosition;

                    if (Player)
                    {
                        GUN.DrawCrossHair(cam);

                        if (!states.Inventary)
                        {
                            if (states.Shooting)
                            {
                                if (!GUN.Attack(this))
                                {
                                    notShooting = false;
                                }
                            }
                            else if (states.Reloading)
                            {
                                GUN.Use(this);
                            }
                            else if (states.FireMode)
                            {
                                GUN.NextFireState();
                            }
                        }
                    }
                }
                else
                {
                    states.Armed = false;
                }
            }
            else
            {
                states.Armed = false;
            }



            InventaryGroup weaponGroup = inventary.GetGroup("PrimaryWeapon");

            if (weaponGroup != null)
            {
                if (states.W1)
                {
                    weaponGroup.Select(0);
                }
                if (states.W2)
                {
                    weaponGroup.Select(1);
                }
                if (states.W3)
                {
                    weaponGroup.Select(2);
                }
            }
        }