// Update is called once per frame
    void Update()
    {
        //
        //
        bool bTextSet = false;
        //
        // First we ensure there is a gameobject selected
        GameObject selected = EventSystem.current.currentSelectedGameObject;

        if (null != selected)
        {
            //
            // We ensure the selected gameobject has an inventory blueprint
            InventoryBlueprint inventoryBlueprint = selected.GetComponentInChildren <InventoryBlueprint>();
            if (null != inventoryBlueprint)
            {
                //
                // We can retrieve the blueprint
                ScriptableObjects.Blueprint selectedBlueprint = inventoryBlueprint.m_blueprint;

                //
                // If the blueprint is not null we can set its description
                if (null != selectedBlueprint)
                {
                    //
                    // update the description text depending on the current selected blueprint
                    // If the blueprint is not unlocked, we simply display "???", otherwise we display the description
                    // of the blueprint (which in fact is the description of the produced item)
                    if (selectedBlueprint.StartLocked && !PartyInventory.Instance.IsBlueprintUnlocked(selectedBlueprint))
                    {
                        m_descriptionText.text = "???";
                        bTextSet = true;
                    }
                    else
                    {
                        m_descriptionText.text = EventSystem.current.currentSelectedGameObject
                                                 .GetComponentInChildren <InventoryBlueprint>().m_blueprint.Description;
                        bTextSet = true;
                    }
                }
            }
        }

        //
        // Set the text to null in case there is a problem and we don't set the text
        if (!bTextSet)
        {
            //
            // If we are in debug we display an error, otherwise we display nothing
            if (Debug.isDebugBuild)
            {
                m_descriptionText.text = "THERE IS A PROBLEM IN THE CRAFT INVENTORY";                           // In debug we indicate there is an error
            }
            else
            {
                m_descriptionText.text = "";                            //< Not in debug we put nothing
            }
        }
    }
Ejemplo n.º 2
0
 /// <summary>
 /// Return true if the given blueprint is unlocked
 /// WARNING : A blueprint that starts unlocked will never be unlocked  according to this method. It has to be used only
 /// for blueprints that are locked at the beginning of the game
 /// </summary>
 /// <param name="blueprint">The blueprint we want to check if it is unlocked (must be a blueprint that is locked at the beginning of the game)</param>
 /// <returns>True if this blueprint is unlocked or not</returns>
 public bool IsBlueprintUnlocked(ScriptableObjects.Blueprint blueprint)
 {
     //
     // We check in the unlocked blueprints if our blueprint is unlocked
     if (m_unlockedBlueprints.Contains(blueprint.name))
     {
         return(true);
     }
     else
     {
         return(false);
     }
 }
Ejemplo n.º 3
0
    public bool CanCraft(ScriptableObjects.Blueprint _blueprint)
    {
        //
        // Iterate over all the recipe elements
        foreach (var recipeItem in _blueprint.RecipeItems)
        {
            //
            // If we don't have enough resources, then we can't craft this blueprint
            if (!HasEnoughResources(recipeItem.m_item, recipeItem.m_quantity))
            {
                return(false);
            }
        }

        //
        // We have enough fo all the neededd resources, we can craft the blueprint
        return(true);
    }