public void updateSprite(int weaponID)
 {
     for (int i = 0; i < itemHolderList.Count; i++)
     {
         itemHolder holderScript = itemHolderList [i].GetComponent <itemHolder> ();
         if (holderScript.itemID == weaponID)
         {
             for (int j = 0; j < weaponList.Count; j++)
             {
                 if (weaponList [j].weaponID == weaponID)
                 {
                     if (weaponList [j].bought)
                     {
                         if (weaponList [j].bought)
                         {
                             //holderScript.itemImage.sprite = weaponList [i].boughtSprite;
                             holderScript.itemImage.sprite = Resources.Load <Sprite>("Sprites/" + weaponList[j].boughtSprite);
                             holderScript.itemPrice.text   = "Sold out!";
                             // need to have a solid naming convetion.. would use weaponList[i].boughtSprite for bought and
                             // weaponList[i].boughtSprite + "_black" or whatever makes it unbought in the sprite name
                             // everything else is the same
                             // except change bought/unbought to spriteName
                         }
                         else
                         {
                             //holderScript.itemImage.sprite = weaponList [i].unboughtSprite;
                             holderScript.itemImage.sprite = Resources.Load <Sprite>("Sprites/" + weaponList[j].unboughtSprite);
                         }
                     }
                 }
             }
         }
     }
 }
Ejemplo n.º 2
0
    void FillList()
    {
        for (int i = 0; i < shoplist.Count; i++)
        {
            //Debug.Log ("run " + i);
            GameObject holder       = Instantiate(itemHolderPrefab, grid, false);
            itemHolder holderScript = holder.GetComponent <itemHolder> ();


            //holderScript.item.itemName = shoplist [i].item.itemName;
            //holderScript.item.itemPrice = shoplist [i].item.itemPrice;
            holderScript.itemID = shoplist [i].itemID;
            holderScript.item   = shoplist[i].item;

            //buy button
            holderScript.buyButton.GetComponent <BuyButton>().itemID = shoplist [i].itemID;

            //handle list
            itemHolderlist.Add(holder);
            buybutton.Add(holderScript.buyButton);


            if (shoplist [i].bought)
            {
                holderScript.itemImage.sprite = Resources.Load <Sprite>("sprite/" + shoplist [i].boughtSpriteName);
            }

            else
            {
                holderScript.itemImage.sprite = Resources.Load <Sprite>("sprite/" + shoplist [i].unboughtSpriteName);
            }                                   //older version: holder.transform.SetParent (grid);
        }
    }
Ejemplo n.º 3
0
    public void UpdateSprite(int itemID)
    {
        for (int i = 0; i < itemHolderlist.Count; i++)
        {
            itemHolder holderscript = itemHolderlist [i].GetComponent <itemHolder> ();
            if (holderscript.itemID == itemID)
            {
                for (int j = 0; j < shoplist.Count; j++)
                {
                    if (shoplist[j].itemID == itemID)
                    {
                        if (shoplist[j].bought)
                        {
                            if (shoplist [j].bought)
                            {
                                holderscript.itemImage.sprite     = Resources.Load <Sprite>("sprite/" + shoplist [j].boughtSpriteName);
                                holderscript.item.itemDescription = "SOLD OUT";
                            }

                            else
                            {
                                holderscript.itemImage.sprite = Resources.Load <Sprite>("sprite/" + shoplist [j].unboughtSpriteName);
                            }
                        }
                    }
                }
            }
        }
    }
Ejemplo n.º 4
0
    public void UpdateSprite(int itemID)
    {
        for (int i = 0; i < itemHolderlist.Count; i++)
        {
            itemHolder holderScript = itemHolderlist[i].GetComponent <itemHolder>();
            if (holderScript.itemID == itemID)
            {
                for (int j = 0; j < shoplist.Count; j++)
                {
                    if (shoplist[j].itemID == itemID)
                    {
                        if (shoplist[j].bought)
                        {
                            if (shoplist[j].bought)
                            {
                                Color c = holderScript.itemImage.color;

                                c.r = 0.5f;
                                c.g = 0.5f;
                                c.b = 0.5f;

                                holderScript.itemImage.color = c;
                            }

                            else
                            {
                                holderScript.itemImage.sprite = shoplist[i].sprite;
                            }
                        }
                    }
                }
            }
        }
    }
Ejemplo n.º 5
0
    void FillList()
    {
        for (int i = 0; i < shoplist.Count; i++)
        {
            //Debug.Log ("run " + i);
            GameObject holder       = Instantiate(itemHolderPrefab, grid, false);
            itemHolder holderScript = holder.GetComponent <itemHolder>();

            //pass the item Id
            holderScript.itemID = shoplist[i].itemID;

            // pass the item
            holderScript.item = shoplist[i].item;

            //pass the name
            holderScript.itemName.text = shoplist[i].item.itemName;

            // pass the price
            holderScript.itemPrice.text = holderScript.item.itemPrice.ToString();


            //buy button
            holderScript.buyButton.GetComponent <BuyButton>().itemID = shoplist[i].itemID;

            //handle list
            itemHolderlist.Add(holder);
            buybutton.Add(holderScript.buyButton);


            if (shoplist[i].bought)
            {
                Color c = holderScript.itemImage.color;

                c.r = 0.5f;
                c.g = 0.5f;
                c.b = 0.5f;

                holderScript.itemImage.color = c;
            }

            else
            {
                holderScript.itemImage.sprite = shoplist[i].sprite;
            }
        }
    }
    void fillList()
    {
        for (int i = 0; i < weaponList.Count; i++)
        {
            GameObject holder       = Instantiate(itemHolderPrefab, grid, false);
            itemHolder holderScript = holder.GetComponent <itemHolder>();

            holderScript.itemName.text  = weaponList [i].weaponName;
            holderScript.itemPrice.text = "$ " + weaponList [i].weaponPrice.ToString("N2");
            holderScript.itemID         = weaponList [i].weaponID;

            // BUY BUTTON
            holderScript.buyButton.GetComponent <buyButton>().weaponID = weaponList[i].weaponID;

            // HANDLE LIST
            itemHolderList.Add(holder);
            buyButtonList.Add(holderScript.buyButton);


            if (weaponList [i].bought)
            {
                //holderScript.itemImage.sprite = weaponList [i].boughtSprite;
                holderScript.itemImage.sprite = Resources.Load <Sprite>("Sprites/" + weaponList[i].boughtSprite);

                // need to have a solid naming convetion.. would use weaponList[i].boughtSprite for bought and
                // weaponList[i].boughtSprite + "_black" or whatever makes it unbought in the sprite name
                // everything else is the same
                // except change bought/unbought to spriteName
            }
            else
            {
                //holderScript.itemImage.sprite = weaponList [i].unboughtSprite;
                holderScript.itemImage.sprite = Resources.Load <Sprite>("Sprites/" + weaponList[i].unboughtSprite);
            }
        }
    }