public void RemoveItem(IInventoryItem item) { int itemPosition = -1; for (int i = 0; i < mItems.Length && itemPosition == -1; i++) { if (mItems[i] == item) { itemPosition = i; } } if (itemPosition != -1) { mItems[itemPosition] = null; currentNumberOfItems--; item.OnDrop(); Collider collider = (item as MonoBehaviour).GetComponent <Collider>(); if (collider != null) { collider.enabled = true; } if (ItemRemoved != null) { ItemRemoved(this, new InventoryEventArgs(item)); } } }
/// <summary> /// Drop the object that is in the player's hand and removes it from the inventory. /// </summary> private void DropItem() { if (itemOnHand != null) { itemOnHand.OnDrop(); itemOnHand = null; } inventory.RemoveItem(selectedSlot); hud.OnItemRemove(selectedSlot); }
public void RemoveItem(IInventoryItem item) { if (items.Contains(item)) { items.Remove(item); item.OnDrop(); if (ItemRemoved != null) { ItemRemoved(this, new InventoryEventArgs(item, 0, false)); } } }
public void RemoveItem(IInventoryItem item) { if (mItems.Contains(item)) { mItems.Remove(item); item.OnDrop(); Collider collider = (item as MonoBehaviour).GetComponent <Collider>(); if (collider != null) { collider.enabled = true; } ItemRemoved?.Invoke(this, new InventoryEventArgs(item)); } }
public void OnDrop(PointerEventData eventData) { RectTransform invPanel = transform as RectTransform; if (!RectTransformUtility.RectangleContainsScreenPoint(invPanel, Input.mousePosition)) { IInventoryItem item = eventData.pointerDrag.gameObject.GetComponent <ItemDragHandler>().Item; if (item != null) { _Inventory.RemoveItem(item); item.OnDrop(); } } }
public void OnDrop(PointerEventData eventData) { //musimy sprawdzic czy item został puszczony poza inventory panel //1. pobieram panel inventory RectTransform invPanel = transform as RectTransform; //pozition, size, anchor and pivot info of a Rectangle //2. sprawdzamy czy pozycja myszy jest w środku inventory panel. jesli nie to remove from inventory if (!RectTransformUtility.RectangleContainsScreenPoint(invPanel, Input.mousePosition)) /// ! ??? { //Debug.Log("Drop Item !!!"); IInventoryItem item = eventData.pointerDrag.gameObject.GetComponent <ItemDragHandler>().Item; if (item != null) { _Inventory.RemoveItem(item); item.OnDrop(); } } }
//Drop機制 public void RemoveItem(IInventoryItem item) { if (mItem.Contains(item)) { mItem.Remove(item); item.OnDrop(); Collider other = (item as MonoBehaviour).GetComponent <Collider>(); if (other != null) { other.enabled = true; } if (ItemRemoved != null) { ItemRemoved(this, new InventoryEventArgs(item)); } } }
public void RemoveItem(IInventoryItem item) { if (mItems.Contains(item.Name)) { Debug.Log(item.Name); mItems.Remove(item.Name); item.OnDrop(); Collider col = (item as MonoBehaviour).GetComponent <Collider>(); if (col != null) { col.enabled = true; } if (ItemRemoved != null) { ItemRemoved(this, new InventoryEventArgs(item)); } } }
public void RemoveItem(IInventoryItem item) //funckja dodaje obiekt z interface { if (mItems.Contains(item)) // jezeli w tymczasowym inventory jest wystarczajaca ilosc miejsca (tzn mItems to sa te w inventory), wtedy dodajemy item { mItems.Remove(item); // usuniety z listy obiektow item.OnDrop(); //onDrop z danego itemu Collider collider = (item as MonoBehaviour).GetComponent <Collider>(); if (collider != null) { //collider.enabled = true; // reaktywowanie collidera collider.gameObject.GetComponent <MeshRenderer>().enabled = false; } if (ItemRemoved != null) { ItemRemoved(this, new InventoryEventArgs(item)); //itemRemoved jest puszczony } } }
public void Click() { print("clicked!"); //Image image = this.GetComponent<Image>(); Transform child = this.gameObject.transform.GetChild(0); Image image = child.GetComponent <Image>(); if (image.sprite != Resources.Load("None")) { print("cos tu jest"); IInventoryItem item = _Inventory.mItems[index]; if (item != null) { _Inventory.RemoveItem(item, index); item.OnDrop(); } } else { print("nic tu nie ma"); } }
public void RemoveItem(IInventoryItem item) { // Debug.Log("[Inventory] Item being removed:" + item); if (inventoryList.Contains(item)) { // Debug.Log("[Inventory] List contains item"); bool retval = inventoryList.Remove(item); // Debug.Log(retval); Collider2D collider = (item as MonoBehaviour).GetComponent <Collider2D>(); if (collider != null) { collider.enabled = true; } if (ItemRemoved != null) { // Debug.Log("[Inventory] Sending this: " + this + "and this item: " + item); // Tell Hud to remove the item ItemRemoved(this, new InventoryEventArgs(item)); } item.OnDrop(); inventoryList.Remove(item); } }
public void RemoveItem(IInventoryItem item, int index) { //print("if?"); if (mItems.Contains(item)) { //print("if"); mItems.Remove(item); item.OnDrop(); Collider collider = (item as MonoBehaviour).GetComponent <Collider>(); if (collider != null) { collider.enabled = true; } if (ItemRemoved != null) { //print(index); SetIndex(index); ItemRemoved(this, new InventoryEventArgs(item)); } } }
public void DropItem(IInventoryItem item, Vector3 position) { item.OnDrop(position); ItemDropped(this, new InventoryEventArgs(item)); }
public void RemoveItem(IInventoryItem item) { weaponUsed = null; item.OnDrop(); itemRemoved?.Invoke(this, new InventoryEventArgs(item)); }