public void createSceneItemsList(string xmlfilename) { // <Item prefab="Chair" x="1" y="10" rot="90" /> foreach (DeserializedLevels.Item deserializedItem in getCurLevel(xmlfilename).items) { // caching prefabString i.e. "phone" string prefabString = deserializedItem.prefab; // if the prefab in the item XmlNode has not been loaded then add it to the prefabsDict dictionary, if (!prefabPool.ContainsKey(prefabString)) { // load prefab GameObject prefabObject = Resources.Load(prefabsFolder + prefabString, typeof(GameObject)) as GameObject; // if unsuccesful, error message and jump to next in the foreach loop if (prefabObject == null) { Debug.LogError("Prefab \"" + prefabString + "\" does not exists."); continue; } // otherwise add to dictionary prefabPool.Add(prefabString, prefabObject); } ItemStruct item = new ItemStruct(prefabPool[prefabString], deserializedItem); sceneItemsList.Add(item); } }
// 아이템 삽입 ( 상호작용 아이템과 수집템만 인벤토리에 삽입 할 수 있다) public void Insert(ItemStruct item) { if(item.function.Equals((int)ItemFunction.Interaction) || item.function.Equals((int)ItemFunction.Collection)) ownItems.Add(item); }
// Remove item from eq public void RemoveItem(ItemStruct item) { if (items.ContainsKey(item) && items[item] > 0) { items[item]--; // remove 1 item if it is in dictionary and it's quantity is greater than 0 } }
public void Update() { ItemStruct itemData = new ItemStruct(); if (Inventory.myInv.GetItemFromIndex(index, ref itemData)) { //dont show picture if we are dragging the current item if (Inventory.myInv.CurrentSelectedItem != index) { imageComp.enabled = true; } imageComp.texture = itemData.itemTexture; if (itemData.numberOfItemsInStack > 1) { textComp.text = itemData.numberOfItemsInStack.ToString(); } else { textComp.text = ""; } } else { imageComp.enabled = false; textComp.text = ""; } }
void OnGUI() { if (list == null) { return; } EditorGUILayout.LabelField(key); for (int i = 0; i < list.Count; i++) { ItemStruct str = list[i]; EditorGUILayout.LabelField(str.lang.ToString()); EditorGUI.BeginChangeCheck(); newS = EditorGUILayout.TextArea(str.currentString); if (EditorGUI.EndChangeCheck()) { str.currentString = newS; if (str.entry == null) { list[i].entry = new LanguageFileEntry(key, newS); str.langFile.entries.Add(str.entry); } else { str.entry.value = newS; } EditorUtility.SetDirty(str.langFile); } EditorGUILayout.Space(); } }
public void SetSectionItemsByIndex(int index, ItemStruct itemStruct) { if (index == (int)SectionIndex.torso) { equippedTorsoItems = itemStruct; } else if (index == (int)SectionIndex.head) { equippedHeadItems = itemStruct; } else if (index == (int)SectionIndex.legs) { equippedLegItems = itemStruct; } else if (index == (int)SectionIndex.leftArm) { equippedLeftArmWeapons = itemStruct; } else if (index == (int)SectionIndex.rightArm) { equippedRightArmWeapons = itemStruct; } else if (index == (int)SectionIndex.leftShoulder) { equippedLeftShoulderWeapons = itemStruct; } else if (index == (int)SectionIndex.rightShoulder) { equippedRightShoulderWeapons = itemStruct; } else { return; } }
public void RefreshRewardData(Hashtable activityData) { m_ChiefRewardList = new List <LTActivityChiefRewardData>(4); for (int i = 0; i < m_TimeRewardlist.Count; i++) { var template = m_TimeRewardlist[i]; LTActivityChiefRewardData itemData = new LTActivityChiefRewardData(); int receivedValue = EB.Dot.Integer(string.Format("stages.{0}", template.id), activityData, 0); itemData.ActivityID = m_ActivityId; itemData.HasReceived = receivedValue == 1; itemData.RequiredWins = template.stage; itemData.ID = template.id; itemData.WinCount = m_WinCount; itemData.RewardData = new List <LTShowItemData>(); for (int j = 0; j < template.reward_items.Count; j++) { ItemStruct rewardStruct = template.reward_items[j]; itemData.RewardData.Add(new LTShowItemData(rewardStruct.id, rewardStruct.quantity, rewardStruct.type)); } itemData.Controller = this; m_ChiefRewardList.Add(itemData); } }
/// <summary> /// 控制层:增加当某个道具的数量 /// </summary> /// <param name="item"></param> /// <param name="number"></param> public void AddItemCount(ItemStruct item, int number) { if (number > 0) { Mod_PlayerPackageDataProxy.GetInstance().AddItemCount(item, number); } }
private void CreateSceneItemsList() { foreach (DeserializedLevels.Item deserializedItem in GetCurrentLevel().items) { string prefabName = deserializedItem.prefab; // if the prefab in the item XmlNode has not been loaded then add it to the prefabPool if (!prefabPool.ContainsKey(prefabName)) { GameObject prefabObject = GlobalPrefabs.GetPrefab(prefabName); if (prefabObject == null) { // If we couldn't find the object, break out and continue the loop continue; } prefabPool.Add(prefabName, prefabObject); } ItemStruct item = new ItemStruct(prefabPool[prefabName], deserializedItem); sceneItemsList.Add(item); } }
public void HitMe(ItemStruct hitObj) { if (hitObj.Name.Contains("Hoe")) { tileData.tilled = 1; TillTile(); } else if (hitObj.Name.Contains("WoodAxe")) { CheckDestroyCrop(); } else if (hitObj.Name.Contains("PickAxe")) { CheckDestroyCrop(); } else if (hitObj.Name.Contains("WateringCan")) { tileData.watered = 1; WaterTile(); } else if (hitObj.Name.Contains("Seed")) { if (tileData.tilled == 1 && tileData.rockID == "-1" && tileData.cropID == "-1" && tileData.type == "farm" && tileData.treeID == "-1" && tileData.collectableID == "-1") { print(((ItemComponent)hitObj).Name); ((ItemComponent)hitObj).SubtractOne(); PlantCrop(hitObj.Name); } } }
// Start is called before the first frame update void Start() { PlayerPrefs.DeleteKey("" + GetInstanceID()); for (int i = 0; i < 8; i++) { print(HotBarButtons[i].GetComponentInChildren <Text>().text); Quantities[i] = HotBarButtons[i].GetComponentInChildren <Text>(); } if (PlayerPrefs.GetString("" + GetInstanceID(), "none") != "none") // if we have a save { hotBarData = JsonUtility.FromJson <HotBarData>(PlayerPrefs.GetString("" + GetInstanceID())); print("top route"); ReadHotBarData(); } else { //load in starting mats; SpawnStartingItems(); // PlayerPrefs.SetString("" + GetInstanceID(), JsonUtility.ToJson(hotBarData)); } equiptItem = equiptItems[0].GetComponent <ItemStruct>(); ActivateItem(0); }
private void createSceneItemsList() { // <Item prefab="Chair" x="1" y="10" rot="90" /> foreach (DeserializedLevels.Item deserializedItem in getCurLevel().items) { // caching prefabString i.e. "phone" string prefabString = deserializedItem.prefab; // if the prefab in the item XmlNode has not been loaded then add it to the prefabsDict dictionary, if (!prefabPool.ContainsKey(prefabString)) { // load prefab GameObject prefabObject = Resources.Load(prefabsFolder + prefabString, typeof(GameObject)) as GameObject; // if unsuccesful, error message and jump to next in the foreach loop if (prefabObject == null) { Debug.LogError("Prefab \"" + prefabString + "\" does not exists."); continue; } // otherwise add to dictionary prefabPool.Add(prefabString, prefabObject); } ItemStruct item = new ItemStruct(prefabPool[prefabString], deserializedItem); sceneItemsList.Add(item); } }
/// <summary> /// 控制层:减少某个道具的数量 /// </summary> /// <param name="item"></param> /// <param name="number"></param> /// <returns>是否可减</returns> public bool SubItemCount(ItemStruct item, int number) { if (number > 0) { return(Mod_PlayerPackageDataProxy.GetInstance().SubItemCount(item, number)); } return(false); }
// Use this for initialization void Start() { for (int i=0; i<size; i++) { itemList[i]=new ItemStruct(); itemList[i].itemName=itemName[i]; itemList[i].image=sp[i]; itemList[i].description=description[i]; } }
public void Add(K key, V value) { var item = new ItemStruct { key = key, value = value }; _ListItens.Add(item); }
private void item_Click(object sender, EventArgs e) { ToolStripMenuItem item = (ToolStripMenuItem)sender; ItemStruct itemStruct = getItemStruct(item.Text); if (itemStruct.handler != null) { itemStruct.handler(itemStruct.name, itemStruct.userData); } }
public void addItem(ItemStruct item) { if (!isNameContainsInMenu(item.name)) { ToolStripMenuItem newItem = new ToolStripMenuItem(item.name); newItem.Click += item_Click; itemStructs.Add(item); Items.Add(newItem); } }
public InventoryComponent(ItemStruct[] inData) { ItemStruct cachedItem = new ItemStruct(); cachedItem.Empty(); item1 = inData.Length > 0 ? inData[0] : cachedItem; item2 = inData.Length > 1 ? inData[1] : cachedItem; item3 = inData.Length > 2 ? inData[2] : cachedItem; }
public override void initData(bool isBulkMental) { playerTr = PlayerCtrl.instance.transform; itemData = new ItemStruct(); // 인핸스 아이템의 정보를 불러온다. if (isBulkMental) ItemMgr.instance.GetItem().ParseByID(itemData, 2); // 엑셀 시트 ID값 참조 else ItemMgr.instance.GetItem().ParseByID(itemData, 3); }
public bool AddItem(ItemStruct newItem, Vector3 location) { bool itemInserted = false; //fist look if we already have an entry of the same type for (int index = 0; index < MAX_ITEMS; ++index) { if (itemArray[index] != null) { if (itemArray[index].itemType == newItem.itemType) { Instantiate(newItem.onPickupParticle, location, Quaternion.identity); itemArray[index].numberOfItemsInStack++; itemInserted = true; break; } } } //if we can insert the item as a new index if (numberOfItems < MAX_ITEMS && itemInserted == false) { for (int index = 0; index < MAX_ITEMS; ++index) { if (itemArray[index] == null) { itemArray[index] = newItem; itemInserted = true; numberOfItems++; break; } } if (newItem.soundOnPickup != null) { AudioSource.PlayClipAtPoint(newItem.soundOnPickup, location); } if (newItem.onPickupParticle != null) { Instantiate(newItem.onPickupParticle, location, Quaternion.identity); } } else { AudioSource.PlayClipAtPoint(soundUnableToPickup, location); } SortArray(); GetAllButtons(); return(itemInserted); }
private void Update() { if (Input.GetKeyDown(KeyCode.W)) { CalculateResult_player(itemNum); CalculateResult_enemy(); } // for debugging if (Input.GetKeyDown(KeyCode.H)) { ItemStruct item = new ItemStruct(); item.namae = "hammer"; item.blunt = true; item.dmg = 5; item.durability = 3; itemsPlayersUsing.Add(item); } if (Input.GetKeyDown(KeyCode.S)) { startBattle = true; UpdatePlayer(); GetEnemy(); } if (player.hp > 0 && enemy.hp > 0 && startBattle) { //if (itemsPlayersUsing.Count > 0) // this if check is only for debugging { CalculateResult_player(itemNum); CalculateResult_enemy(); } } else if (player.hp<=0 || enemy.hp <= 0) { startBattle = false; } if (Input.GetMouseButtonDown(0)) { //if (enemy.hp > 0 && player.hp > 0) { ShowText(); } if (textNum < actions.Count - 1) { textNum++; } else { print("over"); } } }
public Mech() { equippedTorsoItems = new ItemStruct(); equippedHeadItems = new ItemStruct(); equippedLegItems = new ItemStruct(); equippedLeftArmWeapons = new ItemStruct(); equippedRightArmWeapons = new ItemStruct(); equippedLeftShoulderWeapons = new ItemStruct(); equippedRightShoulderWeapons = new ItemStruct(); }
// Add item to eq public void AddItem(ItemStruct item) { // check if item is already set in dictionary if (items.ContainsKey(item)) { items[item] += 1; // add one to quantity of item } else { items.Add(item, 1); // create first item in dictionary with quantity of 1 } }
// Toggle image informing if item is currently equipped // If state == 0, then hide image // If state == 1, then show image public void ToggleEquip(Item item, bool state) { int id = findItemStruct(item); if (id == -1) { return; } ItemStruct its = items[id]; its.itemUI.ToggleEquip(state); }
public void ChangeItemQuantity(Item item, int newQuantity) { int id = findItemStruct(item); if (id == -1) { return; } ItemStruct its = items[id]; its.item.quantity = newQuantity; its.itemUI.ChangeItemQuantity(newQuantity.ToString()); }
public string SerializeInventory(List <Equipable> items = null) { string serializedString = ""; foreach (Item i in items) { ItemStruct item = new ItemStruct(); item.id = i.UniqueID; item.stack = i.Stacked; serializedString += JsonUtility.ToJson(item) + "#"; //delimiting each item by # } return(serializedString); }
/// <summary> /// 创建一个对象 /// 注意只能使用这种方法创建 /// </summary> /// <returns></returns> public ItemStruct CreateItem() { ItemStruct create = new ItemStruct(); create.ChangedHandle += Create_ChangedHandle; Panel ItemPanel = new Panel(); ItemPanel.Size = new Size(1, 1); ItemPanel.Tag = create; FlowLayoutPanel_Release_Other.Controls.Add(ItemPanel); items.Add(create); return(create); }
public Mech(MechBase mechBase) { mechBaseRef = mechBase; equippedTorsoItems = new ItemStruct(mechBaseRef.torsoSlots); equippedHeadItems = new ItemStruct(mechBaseRef.headSlots); equippedLegItems = new ItemStruct(mechBaseRef.legSlots); equippedLeftArmWeapons = new ItemStruct(mechBaseRef.leftArmSlotsU, mechBaseRef.leftArmSlotsP, mechBaseRef.leftArmSlotsS, mechBaseRef.leftArmSlotsT); equippedRightArmWeapons = new ItemStruct(mechBaseRef.rightArmSlotsU, mechBaseRef.rightArmSlotsP, mechBaseRef.rightArmSlotsS, mechBaseRef.rightArmSlotsT); equippedLeftShoulderWeapons = new ItemStruct(mechBaseRef.leftShoulderSlotsU, mechBaseRef.leftShoulderSlotsP, mechBaseRef.leftShoulderSlotsS, mechBaseRef.leftShoulderSlotsT); equippedRightShoulderWeapons = new ItemStruct(mechBaseRef.rightShoulderSlotsU, mechBaseRef.rightShoulderSlotsP, mechBaseRef.rightShoulderSlotsS, mechBaseRef.rightShoulderSlotsT); }
public void AddRange(K[] key, V[] value) { for (int i = 0; i < key.Length; i++) { var item = new ItemStruct { key = (K)key.GetValue(i), value = (V)value.GetValue(i) }; _ListItens.Add(item); } }
public bool GetItemFromIndex(int index, ref ItemStruct itemRef) { if (itemArray [index] != null) { itemRef = itemArray [index]; return(true); } else { return(false); } }
// 이름으로 검색, 반환 public void ParseByName(ItemStruct data, string name) { for (int row = 2; row < rowCnt; row++) { if (!Convert.ToString(stringList[colCnt * row +1 ]).Equals(name)) continue; data.SetData( Convert.ToInt32(stringList[colCnt * row]), Convert.ToString(stringList[colCnt * row + 1]), Convert.ToInt32(stringList[colCnt * row + 2]), Convert.ToInt32(stringList[colCnt * row + 3])); break; } }
public static ItemStruct CreateItemFromLoot(LootItemStruct loot) { var itemData = ItemDictionary.GetItem(loot.ItemId); if (itemData.parameter != null) { CalcParameter(ref itemData.parameter, loot.Reality); } ItemStruct item = new ItemStruct() { Reality = loot.Reality, Amount = loot.Amount, Data = itemData }; return(item); }
/// <summary> /// 保存函数 /// </summary> public void SaveData() { if (this.Tag == null || skillAnalysisData == null) { return; } string id = (string)this.Tag; Panel[] panels = FlowLayoutPanel_Release_Other.Controls.OfType <Panel>().ToArray(); foreach (Panel panel in panels) { ItemStruct itemStruct = panel.Tag as ItemStruct; if (itemStruct == null || string.IsNullOrEmpty(itemStruct.Tag)) { continue; } //判断条件 Control control = panel.Controls.Find("ItemControl", false).FirstOrDefault(); if (control != null) { //是否是数组 if (itemStruct.IsArray) { IChildControlType iChildControlType = control as IChildControlType; if (iChildControlType != null) { skillAnalysisData.SetValues(id, itemStruct.Tag, iChildControlType.TextValues); } } else { ITextValue iTextValue = control as ITextValue; if (iTextValue != null) { skillAnalysisData.SetValue(id, itemStruct.Tag, iTextValue.TextValue); } else { skillAnalysisData.SetValue(id, itemStruct.Tag, control.Text); } } } } }
public void ActivateItem(int index) { if (equiptItems[oldIndex] != null) { equiptItems[oldIndex].gameObject.SetActive(false); } if (equiptItems[index] != null) { equiptItems[index].gameObject.SetActive(true); // set the object true equiptItem = equiptItems[index].GetComponent <ItemStruct>(); } else { equiptItem = null; } oldIndex = index; }
public override void BuildClean() { //base.BuildClean(); foreach (Transform child in upgradeContent.transform) { Destroy(child.gameObject); } foreach (Transform child in primaryContent.transform) { Destroy(child.gameObject); } foreach (Transform child in SecondaryContent.transform) { Destroy(child.gameObject); } foreach (Transform child in tertiaryContent.transform) { Destroy(child.gameObject); } if (HangarManager._instance.currentylSelectedSectionIndex == -1) { return; } subsectionItems = GameManager._instance.availableMechs[hangarManager.currentlySelectedMechIndex].GetSectionItemsByIndex(hangarManager.currentylSelectedSectionIndex); BuildFromStruct(); /* Enable the subsection slot icons */ for (int index = 0; index < subsectionSlotIcon.Count; index++) { subsectionSlotIcon[index].SetActive(false); if (HangarManager._instance.currentylSelectedSectionIndex == -1) { continue; } } }
public void addItem(ItemStruct itemStruct) { haveItemList.Add (itemStruct); Debug.Log (haveItemList [0].description); }
private TreeNode GenerateNodes( XElement element, TreeNode mnu ) { TreeNode menuNodes = null; var xFolder = from xItem in element.Elements() select xItem; foreach ( XElement xItem in xFolder ) { ItemStruct tmpItem = new ItemStruct(); switch (xItem.Name.ToString()) { case "folder": tmpItem.itmType = ItemType.ITM_Folder; tmpItem.menuAttr = new Dictionary<string, string>(); foreach ( var xAttr in xItem.Attributes() ) { tmpItem.menuAttr.Add( xAttr.Name.ToString(), xAttr.Value.ToString() ); } menuNodes = new TreeNode( xItem.Attribute( "short_name" ).Value ); menuItemAttrs.Add( menuNodes, tmpItem ); if ( null == mnu ) mnu = GenerateNodes( xItem, menuNodes ); else mnu.Nodes.Add( GenerateNodes( xItem, menuNodes ) ); break; case "application": menuNodes = mnu.Nodes.Add( xItem.Attribute( "uid" ).Value ); tmpItem.itmType = ItemType.ITM_Folder; tmpItem.menuAttr = new Dictionary<string, string>(); foreach ( var xAttr in xItem.Attributes() ) { tmpItem.menuAttr.Add( xAttr.Name.ToString(), xAttr.Value.ToString() ); } menuItemAttrs.Add(menuNodes, tmpItem); break; case "mmc": continue; } } return mnu; }
private int ItemCompare(ItemStruct x, ItemStruct y) { int num = x.Location.Y + x.Size.Height; return num.CompareTo((int) (y.Location.Y + y.Size.Height)); }
private List<ItemStruct> GetNodeItems(XmlNodeList list) { List<ItemStruct> list2 = new List<ItemStruct>(); int num = 0; foreach (XmlNode node in list) { ItemStruct item = new ItemStruct { Location = getLocationAttribute(node), Size = getSizeAttribute(node), NodeIndex = num }; list2.Add(item); num++; } list2.Sort(new Comparison<ItemStruct>(this.ItemCompare)); return list2; }
private Transform thisTr; // 위치 확인 void Start() { itemData = new ItemStruct(); ItemMgr.instance.GetItem().ParseByID(itemData, itemID); // 엑셀 시트 ID값 참조 }
public void RemoveItem(int index) { CountUnusedSlots(); ItemInfoContainer item = this._itemInfoList[index]._itemInfo; if (item._itemRole == ItemRole.WEAPON) { if (this._itemWeaponCount > 3) { IncreaseInventorySizeBy(6); } if (this._itemWeaponCount > 0) this._itemWeaponCount--; } else if (item._itemRole == ItemRole.ARMOR) { if (this._itemArmorCount > 3) { IncreaseInventorySizeBy(4); } if (this._itemArmorCount > 0) this._itemArmorCount--; } else if (item._itemRole == ItemRole.RESOURCE) { //take out of inventory //put into resource object inactive pool GameObject obj = this._itemContainerObject.GetComponent<ItemContainer>().GetItem(item._uniqueItemID); int[] stackIDs = obj.GetComponent<ResourceItem>()._resrcStack.ToArray(); for (int i = 0; i < stackIDs.Length; i++) { if (stackIDs[i] != item._uniqueItemID) //don't want to remove itself since removed after this loop { this._itemContainerObject.GetComponent<ItemContainer>().RemoveItem(stackIDs[i]).transform.SetParent(obj.transform.GetChild(0)); } } } //child destroyed in InventoryRemove.OnDrop //instantiate into world InstantiateItem(item._uniqueItemID); //fill up _itemInfoList with nulls this._itemContainerObject.GetComponent<ItemContainer>().RemoveItem(item._uniqueItemID); _itemInfoList[index] = new ItemStruct(null, true); }