Ejemplo n.º 1
0
 public void LoadSlot(UIItemController item)
 {
     m_ItemController = item;
     m_IconImage.sprite = TDCUltilities.LoadImage (m_ItemController.GetData().Icon);
     m_ItemController.GetData().GetChangeValue<int> ("Amount", ChangeAmount);
     m_AmountItem.text = m_ItemController.GetData().Amount.ToString ();
 }
Ejemplo n.º 2
0
 public void EmptySlot()
 {
     m_ItemController = null;
     m_IconImage.sprite = m_NoImage;
     m_AmountItem.text = string.Empty;
     m_SelectedSlot = null;
 }
Ejemplo n.º 3
0
    public void UpdateItem(int itemID, int count)
    {
        Transform  tItem = InventoryLayout.transform.Find(itemID.ToString());
        GameObject item;

        if (tItem == null)
        {
            item = Instantiate(itemsButPref, InventoryLayout.transform);
            UIItemController itemCont = item.GetComponent <UIItemController>();
            itemCont.image.sprite = SpawnerController.Instance.ItemsPrefabs.Find(o => o.GetComponent <Item>().ID == itemID).GetComponent <Item>().mainSprite;
            itemCont.ID           = itemID;
            itemCont.SetOnPointerAction();
            item.name = itemID.ToString();
        }
        else
        {
            item = tItem.gameObject;
        }
        item.GetComponent <UIItemController>().txtCount.text = count.ToString();


        if (count == -1)
        {
            item.SetActive(false);
        }
        else
        {
            item.SetActive(true);
        }
    }
Ejemplo n.º 4
0
 public bool AddItem(int index, UIItemController item)
 {
     m_ItemSlots[index].OnSelectedSlot = m_OwnerController.OnSelectedItem;
     m_ItemSlots[index].LoadSlot (index, item);
     m_OwnerEnity.GetInventory()[index].GetData().Owner = m_OwnerController;
     m_OwnerEnity.GetInventory()[index].SetIndex(index);
     return true;
 }
Ejemplo n.º 5
0
 public void LoadSlot(int index, UIItemController item)
 {
     m_SlotIndex = index;
     LoadSlot(item);
 }
Ejemplo n.º 6
0
 public UIItemController CreateItem(TDCEnum.EGameType gameType, TDCEnum.EItemType itemType, TDCBaseController owner, int amount)
 {
     UIItemData itemData = null;
     switch (itemType)
     {
         default:
         case TDCEnum.EItemType.Food:
             itemData = m_DataReader.GetUIFoodData(gameType);
             break;
         case TDCEnum.EItemType.Weapon:
             itemData = m_DataReader.GetUIWeaponData(gameType);
             break;
         case TDCEnum.EItemType.GObject:
         case TDCEnum.EItemType.Item:
             itemData = m_DataReader.GetUIItemData(gameType);
             break;
     }
     if (itemData == null)
         return null;
     var item = new UIItemController(itemData);
     item.GetData().Owner = owner;
     item.GetData().Amount = amount;
     return item;
 }
Ejemplo n.º 7
0
 private bool HandleResources(TDCCraftingData craftingData, UIItemController[] inventory)
 {
     var canCrafting = true;
     for (int j = 0; j < craftingData.Elements.Length; j++)
     {
         for (int i = 0; i < inventory.Length; i++)
         {
             if (inventory[i] == null)
             {
                 continue;
             }
             var type = inventory[i].GetGameType() == craftingData.Elements[j].GameType;
             var amount = inventory[i].GetAmount() >= craftingData.Elements[j].Amount;
             if (type && amount)
             {
                 canCrafting &= inventory[i].DecreaseAmountItem(craftingData.Elements[j].Amount);
             }
         }
     }
     return canCrafting;
 }
Ejemplo n.º 8
0
 private bool CheckEnoughResources(TDCCraftingData craftingData, UIItemController[] inventory)
 {
     var canCrafting = true;
     for (int j = 0; j < craftingData.Elements.Length; j++)
     {
         var isEnoughResources = false;
         for (int i = 0; i < inventory.Length; i++)
         {
             if (inventory[i] == null)
             {
                 continue;
             }
             var type = inventory[i].GetGameType() == craftingData.Elements[j].GameType;
             var amount = inventory[i].GetAmount() >= craftingData.Elements[j].Amount;
             if (type && amount)
             {
                 isEnoughResources = true;
             }
         }
         canCrafting &= isEnoughResources;
     }
     return canCrafting;
 }