public void OnItemSelected(Inventory inv, ItemInstance item, ItemMenuSlot itemSlot, int slot) { switch (itemSlot) { case ItemMenuSlot.WR1: inv.EquipWeapon(item, slot); break; case ItemMenuSlot.WR2: inv.EquipWeapon(item, slot); break; case ItemMenuSlot.WL1: inv.EquipWeapon(item, slot); break; case ItemMenuSlot.WL2: inv.EquipWeapon(item, slot); break; case ItemMenuSlot.AR: inv.EquipArmour(item); break; case ItemMenuSlot.NC: inv.EquipNecklace(item); break; case ItemMenuSlot.R1: inv.EquipRing(item, slot); break; case ItemMenuSlot.R2: inv.EquipRing(item, slot); break; case ItemMenuSlot.I1: inv.EquipConsumable(item, slot); break; case ItemMenuSlot.I2: inv.EquipConsumable(item, slot); break; case ItemMenuSlot.I3: inv.EquipConsumable(item, slot); break; case ItemMenuSlot.I4: inv.EquipConsumable(item, slot); break; case ItemMenuSlot.I5: inv.EquipConsumable(item, slot); break; default: break; } Close(); }
public void OpenSelectionMenu(ItemMenuSlot slot) { switch (slot) { case ItemMenuSlot.WR1: menuItemSelection.BuildList(inventory, inventory.itemsWeapons, slot, 0); break; case ItemMenuSlot.WR2: menuItemSelection.BuildList(inventory, inventory.itemsWeapons, slot, 1); break; case ItemMenuSlot.WL1: menuItemSelection.BuildList(inventory, inventory.itemsWeapons, slot, 2); break; case ItemMenuSlot.WL2: menuItemSelection.BuildList(inventory, inventory.itemsWeapons, slot, 3); break; case ItemMenuSlot.AR: menuItemSelection.BuildList(inventory, inventory.itemsArmors, slot, 0); break; case ItemMenuSlot.NC: menuItemSelection.BuildList(inventory, inventory.itemsNecklaces, slot, 0); break; case ItemMenuSlot.R1: menuItemSelection.BuildList(inventory, inventory.itemsRings, slot, 0); break; case ItemMenuSlot.R2: menuItemSelection.BuildList(inventory, inventory.itemsRings, slot, 1); break; case ItemMenuSlot.I1: menuItemSelection.BuildList(inventory, inventory.itemsConsumables, slot, 0); break; case ItemMenuSlot.I2: menuItemSelection.BuildList(inventory, inventory.itemsConsumables, slot, 1); break; case ItemMenuSlot.I3: menuItemSelection.BuildList(inventory, inventory.itemsConsumables, slot, 2); break; case ItemMenuSlot.I4: menuItemSelection.BuildList(inventory, inventory.itemsConsumables, slot, 3); break; case ItemMenuSlot.I5: menuItemSelection.BuildList(inventory, inventory.itemsConsumables, slot, 4); break; default: break; } }
public void BuildList(Inventory inv, ICollection <ItemInstance> items, ItemMenuSlot itemSlot, int slot = 0) { ClearList(); if (items.Count == 0) { return; } int i = 0; buttons = new GameObject[items.Count]; GameObject currentEquipedItem = null; foreach (ItemInstance item in items) { GameObject go = Instantiate(buttonPrefab, layout); Text[] texts = go.GetComponentsInChildren <Text>(); texts[0].text = item.itemName; texts[1].text = item.itemResumed; texts[2].text = item.itemCondition; texts[1].enabled = false; Image image = go.GetComponentsInChildren <Image>()[1]; //image.sprite = Resources.Load<Sprite>(item.itemIconPath); ResourceRequest req = Resources.LoadAsync <Sprite>(item.itemIconPath); req.completed += delegate { if (req.asset != null) { image.sprite = (Sprite)req.asset; } }; Button button = go.GetComponent <Button>(); button.onClick.AddListener(delegate { OnItemSelected(inv, item, itemSlot, slot); }); if (item.equipSlot == slot) { currentIndex = i; currentEquipedItem = go; } buttons[i] = go; ++i; } if (currentEquipedItem == null) { currentIndex = 0; currentEquipedItem = buttons[0]; } switch (itemSlot) { case ItemMenuSlot.WR1: title.text = "Select Weapon Right 1"; break; case ItemMenuSlot.WR2: title.text = "Select Weapon Right 2"; break; case ItemMenuSlot.WL1: title.text = "Select Weapon Left 1"; break; case ItemMenuSlot.WL2: title.text = "Select Weapon Left 2"; break; case ItemMenuSlot.AR: title.text = "Select Armour"; break; case ItemMenuSlot.NC: title.text = "Select Necklace"; break; case ItemMenuSlot.R1: title.text = "Select Ring 1"; break; case ItemMenuSlot.R2: title.text = "Select Ring 2"; break; case ItemMenuSlot.I1: title.text = "Select Item 1"; break; case ItemMenuSlot.I2: title.text = "Select Item 2"; break; case ItemMenuSlot.I3: title.text = "Select Item 3"; break; case ItemMenuSlot.I4: title.text = "Select Item 4"; break; case ItemMenuSlot.I5: title.text = "Select Item 5"; break; default: title.text = "ERROR - unknown ItemMenuSlot"; break; } Open(); }