Example #1
0
    public void OnClick()
    {
        if (this.count == 0)
        {
            return;
        }
        if (controller.isHoldingPart)
        {
            return;
        }

        if (slot == Slot.body)
        {
            RobotType type;
            if (Enum.TryParse <RobotType>(itemName.text, out type))
            {
                inventory.bodies[type]--;
                GameObject body = Instantiate(list.botBodyPrefab);
                body.GetComponent <BotBody>().robotType     = type;
                body.GetComponent <BotBody>().isBroken      = false;
                body.GetComponent <SpriteRenderer>().sprite = body.GetComponent <BotBody>().GetSprite();
                list.BuildBodyList(inventory.bodies);
                controller.TakePart(body);
                list.InTrigger(false);
            }
        }
        else if (slot == Slot.head)
        {
            HeadType type;
            if (Enum.TryParse <HeadType>(itemName.text, out type))
            {
                inventory.heads[type]--;
                GameObject head = Instantiate(list.botHeadPrefab);
                head.GetComponent <BotHead>().headType      = type;
                head.GetComponent <BotHead>().isBroken      = false;
                head.GetComponent <SpriteRenderer>().sprite = head.GetComponent <BotHead>().GetSprite();
                list.BuildHeadList(inventory.heads);
                controller.TakePart(head);
                list.InTrigger(false);
            }
        }
        else if (slot == Slot.leftArm || slot == Slot.rightArm)
        {
            ArmType type;
            if (Enum.TryParse <ArmType>(itemName.text, out type))
            {
                inventory.arms[type]--;
                GameObject arm = Instantiate(list.armPrefab);
                arm.GetComponent <BotArm>().armType        = type;
                arm.GetComponent <BotArm>().isBroken       = false;
                arm.GetComponent <SpriteRenderer>().sprite = arm.GetComponent <BotArm>().GetSprite();
                list.BuildArmsList(inventory.arms);
                controller.TakePart(arm);
                list.InTrigger(false);
            }
        }
        else if (slot == Slot.leftLeg || slot == Slot.rightLeg)
        {
            LegType type;
            if (Enum.TryParse <LegType>(itemName.text, out type))
            {
                inventory.legs[type]--;
                GameObject leg = Instantiate(list.legPrefab);
                leg.GetComponent <BotLeg>().legType        = type;
                leg.GetComponent <BotLeg>().isBroken       = false;
                leg.GetComponent <SpriteRenderer>().sprite = leg.GetComponent <BotLeg>().GetSprite();
                list.BuildLegsList(inventory.legs);
                controller.TakePart(leg);
                list.InTrigger(false);
            }
        }
    }
Example #2
0
    void Interact()
    {
        BoxCollider2D boxCollider2D = GetComponent <BoxCollider2D>();

        ContactFilter2D contactFilter2D = new ContactFilter2D();

        contactFilter2D.layerMask = playerMask;

        Collider2D[] colliders = new Collider2D[1];

        int collisionCount = boxCollider2D.OverlapCollider(contactFilter2D, colliders);

        if (collisionCount > 0)
        {
            Collider2D collider  = colliders[0];
            GameObject playerObj = collider.gameObject;

            PlayerController playerController = playerObj.GetComponent <PlayerController>();
            Inventory        inventory        = playerObj.GetComponent <Inventory>();

            switch (boxType)
            {
            case BoxType.head:
                if (controller.isHoldingPart)
                {
                    inventory.heads[controller.currentHeldObject.GetComponent <BotHead>().headType]++;
                    Destroy(controller.GivePart());
                }
                else
                {
                    assetList.BuildHeadList(inventory.heads);
                    assetList.gameObject.SetActive(assetList.Valid());
                }
                break;

            case BoxType.body:
                if (controller.isHoldingPart)
                {
                    inventory.bodies[controller.currentHeldObject.GetComponent <BotBody>().robotType]++;
                    Destroy(controller.GivePart());
                }
                else
                {
                    assetList.BuildBodyList(inventory.bodies);
                    assetList.gameObject.SetActive(assetList.Valid());
                }
                break;

            case BoxType.arms:
                if (controller.isHoldingPart)
                {
                    inventory.arms[controller.currentHeldObject.GetComponent <BotArm>().armType]++;
                    Destroy(controller.GivePart());
                }
                else
                {
                    assetList.BuildArmsList(inventory.arms);
                    assetList.gameObject.SetActive(assetList.Valid());
                }
                break;

            case BoxType.legs:
                if (controller.isHoldingPart)
                {
                    inventory.legs[controller.currentHeldObject.GetComponent <BotLeg>().legType]++;
                    Destroy(controller.GivePart());
                }
                else
                {
                    assetList.BuildLegsList(inventory.legs);
                    assetList.gameObject.SetActive(assetList.Valid());
                }
                break;

            case BoxType.recycle:
                // TODO
                if (playerController.isHoldingPart)
                {
                    //inventory.binItems.Add(playerController.currentHeldObject);
                    Scrap++;
                    Destroy(playerController.GivePart());
                }
                break;

            default:
                break;
            }
        }
    }