Ejemplo n.º 1
0
    //public void FillInEmptySlots()
    //{
    //    // there should be at least minNumberOfSlots item slots present in UI
    //    // .. Change this to list and get only first-level items, non-recursive
    //    int numberOfItems = 0;
    //    if (transform.root.Find("MiscUI").GetComponentInChildren<EditPartyScreen>(false) != null)
    //    {
    //        foreach (Transform childTransform in GetComponentInParent<HeroPartyUI>().LHeroParty.transform)
    //        {
    //            // verify if this is InventoryItem
    //            if (childTransform.GetComponent<InventoryItem>() != null)
    //                // increment items count
    //                numberOfItems += 1;
    //        }
    //    }
    //    // verify if we are in battle screen mode
    //    else if (transform.root.Find("MiscUI").GetComponentInChildren<BattleScreen>(false) != null)
    //    {
    //        // get all usable items from party leader equipment
    //        foreach (Transform childTransform in GetComponentInParent<HeroPartyUI>().LHeroParty.GetPartyLeader().transform)
    //        {
    //            // get item
    //            InventoryItem inventoryItem = childTransform.GetComponent<InventoryItem>();
    //            // verify if there is an item
    //            if (inventoryItem != null)
    //            {
    //                // verify if item is in hero eqipment slot
    //                if (inventoryItem.CurrentHeroEquipmentSlot != HeroEquipmentSlots.None)
    //                {
    //                    // increment items count
    //                    numberOfItems += 1;
    //                }
    //            }
    //        }
    //    }
    //    else if (transform.root.Find("MiscUI").GetComponentInChildren<PartiesInfoPanel>(false) != null)
    //    {
    //        Debug.Log("Parties info panel is active, probably we are on map. Normally inventory should not be active in this case.");
    //    }
    //    else
    //    {
    //        Debug.LogWarning("Unknown active screen");
    //    }
    //    // get number of empty item slots
    //    int emptySlots = minNumberOfSlots - numberOfItems;
    //    // create an empty slot for each empty slot
    //    for (int i = 0; i < emptySlots; i++)
    //    {
    //        // create slot in items list
    //        AddSlot();
    //    }
    //}

    // on change - check similar function in HeroEquipment class
    public void SetItemRepresentationInInventoryUI(InventoryItem inventoryItem, bool setCurrentItemEquipmentSlot = false)
    {
        // verify if this is InventoryItem
        if (inventoryItem != null)
        {
            // create drag handler and slotTransform
            InventoryItemDragHandler dragHandler = AddItemDragHandler(AddSlot(inventoryItem, setCurrentItemEquipmentSlot));
            // link item to drag handler
            dragHandler.LInventoryItem = inventoryItem;
            // set item name in UI
            dragHandler.GetComponentInChildren <Text>().text = inventoryItem.ItemName;
            // verify if item has active modifiers
            if (inventoryItem.IsUsable)
            {
                dragHandler.GetComponentInChildren <Text>().text += inventoryItem.GetUsagesInfo();
            }
        }
    }
Ejemplo n.º 2
0
 // on change - check similar function in PartyInventoryUI class
 void SetItemRepresentationInEquipmentUI(InventoryItem inventoryItem)
 {
     // verify if this is InventoryItem
     if (inventoryItem != null)
     {
         // create drag handler and slotTransform
         InventoryItemDragHandler dragHandler = Instantiate(inventoryItemDragHandlerTemplate, GetEquipmentSlotByType(inventoryItem.CurrentHeroEquipmentSlot).transform).GetComponent <InventoryItemDragHandler>();
         // link item to drag handler
         dragHandler.LInventoryItem = inventoryItem;
         // set item name in UI
         dragHandler.GetComponentInChildren <Text>().text = inventoryItem.ItemName;
         // verify if item has active modifiers
         if (inventoryItem.IsUsable)
         {
             dragHandler.GetComponentInChildren <Text>().text += inventoryItem.GetUsagesInfo();
         }
     }
 }