Example #1
0
    public override void OnDrop(PointerEventData eventData)
    {
        ItemDragHandle DragItem = eventData.pointerDrag.GetComponent <ItemDragHandle>();

        if (!DragItem.CurrientSlot.IsSlotEmpty() && DragItem.CurrientSlot.ItemInSlot.eSlotType == slotTypeRequied)
        {
            GameManager.InstanseGameManager.BackPackInstance.SwapCells(DragItem.CurrientSlot, this);
        }
    }
Example #2
0
    public override void OnDrop(PointerEventData eventData)
    {
        ItemDragHandle DragItem = eventData.pointerDrag.GetComponent <ItemDragHandle>();

        if (!DragItem.CurrientSlot.IsSlotEmpty() && DragItem.CurrientSlot.ItemInSlot.eSlotType == Items.eItemSlotType.Head)
        {
            GameManager.InstanseGameManager.BackPackInstance.SwapCells(DragItem.CurrientSlot, this);
            ClearSlotPrefab();
            SpawnWear(this.ItemInSlot.ItemPrefab, spawnTransform);
        }
    }
Example #3
0
    public override void OnDrop(PointerEventData eventData)
    {
        ItemDragHandle DragItem = eventData.pointerDrag.GetComponent <ItemDragHandle>();

        if (!DragItem.CurrientSlot.IsSlotEmpty())
        {
            if (this.IsSlotEmpty() && DragItem.CurrientSlot.GetType().ToString() != "SlotBackPack")
            {
                DragItem.CurrientSlot.ClearSlotPrefab();
            }
            GameManager.InstanseGameManager.BackPackInstance.SwapCells(DragItem.CurrientSlot, this);
        }
    }
Example #4
0
    public override void OnDrop(PointerEventData eventData)
    {
        ItemDragHandle DragItem = eventData.pointerDrag.GetComponent <ItemDragHandle>();


        //Get position in forward of hero
        spawnPosition.x = GameManager.InstanseGameManager.PlayerHero.transform.position.x;
        spawnPosition.z = GameManager.InstanseGameManager.PlayerHero.transform.position.z;
        spawnPosition.y = DragItem.CurrientSlot.ItemInSlot.ItemPrefab.transform.position.y;

        for (int instIter = 0; instIter < DragItem.CurrientSlot.ItemCount; instIter++)
        {
            Instantiate(DragItem.CurrientSlot.ItemInSlot.ItemPrefab, spawnPosition + Vector3.forward * FORWARDDROPVECTORMULTIPLIER, DragItem.CurrientSlot.ItemInSlot.ItemPrefab.transform.rotation);
        }
        if (DragItem.CurrientSlot.GetType().ToString() != "SlotBackPack")
        {
            DragItem.CurrientSlot.ClearSlotPrefab();
        }
        DragItem.CurrientSlot.ClearSlot();
    }