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();
        }
Example #2
0
        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();
        }