public void SwapInventory(ItemIconCtrl a, ItemIconCtrl b) { ItemObjInfo temp = a._item; a._item = b._item; b._item = temp; }
public void Copy(ItemObjInfo Iteminfo) { m_HavenUser = Iteminfo.m_HavenUser; m_iItemIndex = Iteminfo.m_iItemIndex; m_iItemCount = Iteminfo.m_iItemCount; m_eItemType = Iteminfo.m_eItemType; m_itemRemainTime = Iteminfo.m_itemRemainTime; m_Score = Iteminfo.m_Score; }
public void EquipToAccessory(ItemIconCtrl targetItem) { ItemObjInfo temp = _myEquipInventory[2]._item; _myEquipInventory[2]._item = targetItem._item; targetItem._item = temp; bool isenable = _myEquipInventory[2]._sprite.enabled; targetItem._sprite.enabled = isenable; _myEquipInventory[2]._sprite.enabled = true; }
public EA_CItem CreateItem(ObjectInfo GameObjInfo, ItemObjInfo itemInfo) { GameObjInfo.m_eObjType = eObjectType.CT_ITEMOBJECT; EA_CItem pItem = (EA_CItem)CreateGameObject(GameObjInfo); if (pItem != null) { pItem.SetItemInfo(itemInfo); } return(pItem); }
EAObjID SetActorItem(EA_CCharBPlayer pUser, EA_CItemUnit pItemUnit) { if (pUser == null || pItemUnit == null) { return(CObjGlobal.InvalidObjID); } EAObjID objID = CObjGlobal.InvalidObjID; ObjectInfo ObjInfo = new ObjectInfo(); ObjInfo.m_ModelTypeIndex = pItemUnit.GetItemBaseInfo().m_ModelTypeIndex; ObjInfo.m_objClassType = pItemUnit.GetItemBaseInfo().m_objClassType; ItemObjInfo itemInfo = new ItemObjInfo(); itemInfo.m_HavenUser = pUser.GetObjID(); itemInfo.m_iItemIndex = pItemUnit.GetItemId(); // [4/7/2014 puos] The item ID of the item object if (pItemUnit.GetItemBaseInfo().m_eItemType == eItemType.eIT_Weapon) { itemInfo.m_eItemType = eItemObjType.IK_WEAPON; // [3/21/2018 puos] If there is an item object created in the current slot, it is not created. // Fixed bug that was created even with created item object EA_CItem pItem = EACObjManager.instance.GetItemObject(pItemUnit.GetItemBaseInfo().m_GDObjId); if (pItem == null) { pItem = EACObjManager.instance.CreateItem(ObjInfo, itemInfo); } if (pItem != null) { pUser.SetWeaponAttachment(pItemUnit.GetAttackWeaponInfo().weaponType, pItem.GetLinkEntity()); return(pItem.GetObjID()); } } return(objID); }
public void FireShoot() { EAActor pActor = GetOwnerActor(); Debug.Assert(pActor != null, "FireShoot Actor is null"); if (fireDummyObject != null && pActor != null) { ObjectInfo ObjInfo = new ObjectInfo(); ObjInfo.spawnPos[0] = fireDummyObject.transform.position.x; ObjInfo.spawnPos[1] = fireDummyObject.transform.position.y; ObjInfo.spawnPos[2] = fireDummyObject.transform.position.z; ObjInfo.spawnAngle[0] = fireDummyObject.transform.rotation.eulerAngles.x; ObjInfo.spawnAngle[1] = fireDummyObject.transform.rotation.eulerAngles.y; ObjInfo.spawnAngle[2] = fireDummyObject.transform.rotation.eulerAngles.z; ObjInfo.m_ModelTypeIndex = WeaponInfo.uProjectileModelType; ObjInfo.m_objClassType = WeaponInfo.m_objProjectileClassType; ObjInfo.SetObjName("projectile"); ItemObjInfo itemInfo = new ItemObjInfo(); EA_CCharBPlayer pCharBase = pActor.GetCharBase(); if (pCharBase != null) { itemInfo.m_HavenUser = pCharBase.GetObjID(); } if (ObjInfo.m_objClassType == default(Type)) { ObjInfo.m_objClassType = typeof(EAProjectile); } itemInfo.m_eItemType = eItemObjType.IK_Projectile; EA_CItem pItem = EACObjManager.instance.CreateItem(ObjInfo, itemInfo); // Create if no bullet. Do not use pool if (pItem.GetLinkEntity() == null) { GameObject pGameObject = new GameObject("projectile", ObjInfo.m_objClassType); pGameObject.transform.position = new Vector3(ObjInfo.spawnPos[0], ObjInfo.spawnPos[1], ObjInfo.spawnPos[2]); pGameObject.transform.eulerAngles = new Vector3(ObjInfo.spawnAngle[0], ObjInfo.spawnAngle[1], ObjInfo.spawnAngle[2]); pItem.SetLinkEntity(pGameObject); pItem.SetLinkItem(pGameObject.GetComponent <EAProjectile>()); } GameObject item = pItem.GetLinkEntity(); EAProjectile pProjectile = null; if (item != null) { pProjectile = item.GetComponent <EAProjectile>(); } if (pProjectile != null) { if (ProjectileTransform.instance != null) { pProjectile.transform.SetParent(ProjectileTransform.instance.transform); } // use sphereCollider Collider c = pProjectile.GetComponent <Collider>(); if (c == null) { SphereCollider sc = pProjectile.gameObject.AddComponent <SphereCollider>(); sc.radius = WeaponInfo.projectileRadius; } pProjectile.SetProjectileDir(fireDummyObject.transform.forward); pProjectile.SetOwnActor(itemInfo.m_HavenUser); pProjectile.SetWeapon(GetItemBase().GetObjID()); pProjectile.SetWeaponInfo(WeaponInfo); Debug.Log("fire shoot - weapon user id :" + itemInfo.m_HavenUser + " projectile type : " + WeaponInfo.projectileType); } pItem.Use(); } }
public bool SetItemInfo(ItemObjInfo iteminfo) { m_ItemInfo.Copy(iteminfo); return(true); }
public void GetItem(ItemObjInfo newItem) { _item = newItem; }