Example #1
0
    public void loadInventory(BackpackInventory inventory)
    {
        if (inventory == null)
        {
            this.inventory       = null;
            noBackpackText.color = new Color(noBackpackText.color.r, noBackpackText.color.g, noBackpackText.color.b, 1);
            destroySlots();
            return;
        }

        destroySlots();
        this.inventory = inventory;
        buildSlots();
        updateUI();

        noBackpackText.color = new Color(noBackpackText.color.r, noBackpackText.color.g, noBackpackText.color.b, 0);
    }
    public static bool validateRequest(InventoryOperationRequest request, PlayerInfo info)
    {
        BackpackInventory backpack = null;

        if (info.backpack != null)
        {
            backpack = info.backpack.inventory;
        }
        BeltInventory     belt   = info.belt;
        ItemInventorySlot cursor = info.cursorSlot;

        ItemInventorySlot swapSlot      = null;
        EquipmentItem     swapEquipItem = null;
        bool drop = false;

        switch (request.swapInv)
        {
        case InventoryType.Ground:
            drop = true;
            break;

        case InventoryType.Backpack:
            swapSlot = assertSlotExists(backpack.getSlots(), request.swapInvSlot);
            if (swapSlot == null)
            {
                Debug.Log("InventoryOperation validation error: trying to swap to bad backpack slot");
                return(false);
            }
            break;

        case InventoryType.Belt:
            swapSlot = assertSlotExists(belt.getSlots(), request.swapInvSlot);
            if (swapSlot == null)
            {
                Debug.Log("InventoryOperation validation error: trying to swap to bad belt slot");
                return(false);
            }
            break;

        case InventoryType.Equip:
            swapEquipItem = getEquipItem(info, request.swapInvSlot);
            break;

        default:
            Debug.Log("InventoryOperation validation error: unsupported inventory detected");
            return(false);
        }

        switch (request.op)
        {
        case Operation.ToCursor:
            return(validateToCursorOperation(swapSlot, swapEquipItem, request.quantity, info));

        case Operation.FromCursor:
            return(validateFromCursorOperation(swapSlot, swapEquipItem, request.swapInvSlot, drop, request.quantity, info));

        default:
            Debug.Log("InventoryOperation validation error: unsupported operation detected");
            return(false);
        }
    }
Example #3
0
 public override void Deserialize(NetworkReader reader)
 {
     base.Deserialize(reader);
     inventory = new BackpackInventory(0);
     inventory.Deserialize(reader);
 }
Example #4
0
 public BackpackItem()
 {
     this.inventory = new BackpackInventory(numSlots);
 }
 private void Start()
 {
     inventory     = GameObject.Find("Player").GetComponent <Inventory>();
     backInventory = GameObject.Find("Player").GetComponent <BackpackInventory>();
     player        = GameObject.Find("Player");
 }
Example #6
0
 void Start()
 {
     inventory       = GameObject.FindGameObjectWithTag("Player").GetComponent <BackpackInventory>();
     dropText        = inventory.dropText;
     dropInspectText = inventory.dropInspectText;
 }