// Use this for initialization void Start() { activeslotsnumber = GameObject.FindGameObjectWithTag("ActiveSlot").GetComponent <SaveActiveSlotNumber>().getslotnumber(); Blueprints = GameObject.FindGameObjectWithTag("Craft").GetComponent <Craft>().Blueprints; Items = GameObject.FindGameObjectWithTag("Inventory").GetComponent <Inventory> ().Items; itemdb = GameObject.FindGameObjectWithTag("ItemDatabase").GetComponent <ItemsDB>(); inventory = GameObject.FindGameObjectWithTag("Inventory").GetComponent <Inventory>(); }
//------------------------------------// //--------------METHODS---------------// //------------------------------------// private void Awake() { if (instance != null) { return; } instance = this; }
private ItemsDB ItemsTable(ItemsDB a_items) { ItemsDB items = new ItemsDB { UserId = a_items.UserId, Id = a_items.Id, Title = a_items.Title, Body = a_items.Body }; return(items); }
private void IsPresent(int a_id) { ItemsDB data = null; try { data = db.Get <ItemsDB>(a_id); Console.WriteLine($"data: {data.ToString()}"); } catch (Exception) { isRecordPresent = true; } }
public async Task GetItems(CommandContext ctx, string itemName, int batch) { await ctx.RespondAsync("เดี๋ยวไปเปิดสมุดดูแปบนึงนะ"); var result = await ItemsDB.GetItemMaterials(itemName, batch); result.ForEach(async mat => { await ctx.RespondAsync(mat); }); if (result.Count == 0) { await ctx.RespondAsync("บอกอะไรมา หาไม่เจออะ"); } }
public async Task SetItems(CommandContext ctx, string builder) { await ctx.RespondAsync("เดี๋ยวไปหยิบปากกามาเขียนแปบนะ"); var result = await ItemsDB.AddItem(builder); if (result == true) { await ctx.RespondAsync("เขียนเพิ่มรายการเรียบร้อยแล้วนะ"); } else { await ctx.RespondAsync("ปากกาหมึกหมด ไว้มาใหม่ทีหลังนะ"); } }
void drawslotsBp() { x = -81; y = 112; x1 = -100; y1 = -95; Slots.Clear(); Blueprints.Clear(); int slotFreeAmount = 25; //почему 25? потому что все слоты представлены одним листом и поэтому чтобы создать новые слоты необходимо начать с той позиции в которой заканчивается инвентарь Blueprintdb = GameObject.FindGameObjectWithTag("BlueprintDatabase").GetComponent <BlueprintDB>(); itemdb = GameObject.FindGameObjectWithTag("ItemDatabase").GetComponent <ItemsDB>(); for (int i = 1; i < 4; i++) // создаем 12 слотов под наше чертежи и приписываем к каждому слоты чертеж { for (int j = 1; j < 5; j++) { GameObject slot = (GameObject)Instantiate(slots); slot.GetComponent <Slot> ().slotNumber = slotFreeAmount; slot.GetComponentInChildren <Text> ().enabled = false; slot.GetComponent <Slot> ().slotType = Slot.SlotType.bp; Slots.Add(slot); Blueprints.Add(new Blueprint()); slot.name = "slotbp " + ((j - 1) + 4 * (i - 1)); slot.transform.parent = this.gameObject.transform; slot.GetComponent <RectTransform> ().localPosition = new Vector3(x, y, 0); x += 55; if (j == 4) { x = -81; y -= 55; } slotFreeAmount++; } } for (int j = 1; j < 6; j++) //а здесь мы создаем 5 слотов под ресурсы - итого 37 слотов { GameObject slot = (GameObject)Instantiate(slots); slot.GetComponent <Slot> ().slotNumber = slotFreeAmount; slot.GetComponentInChildren <Text>().enabled = false; slot.GetComponent <Slot> ().slotType = Slot.SlotType.res; Slots.Add(slot); Blueprints.Add(new Blueprint()); slot.name = "slotres " + ((j - 1)); slot.transform.parent = this.gameObject.transform; slot.GetComponent <RectTransform> ().localPosition = new Vector3(x1, y1, 0); x1 += 55; slotFreeAmount++; } }
private void OnGUI() { if (dataLoaded == false) { if (GUILayout.Button("Load Data")) { ItemsDatabase.LoadFromDatabase(); tileDatabase = Resources.Load <TileProperties>("Databases/TileDB"); itemsDatabase = Resources.Load <ItemsDB>("Databases/ItemDB"); EditorUtility.SetDirty(tileDatabase); EditorUtility.SetDirty(itemsDatabase); dataLoaded = true; } } if (dataLoaded == true) { // Create the upper selection bar (itemsdb, attributes, etc). Switch to GUILayout.SelectionGrid for multiple rows //toolbarInt = GUILayout.Toolbar(toolbarInt, toolbarStrings); toolbarInt = GUILayout.SelectionGrid(toolbarInt, toolbarStrings, 4); switch (toolbarInt) { case 0: ItemsListTab(); break; case 1: CreateAttributesTab(); break; case 2: TileListTab(); break; case 3: TilePrefsTab(); break; } } }
private void InsertIntoDatabase(ItemsDB a_item) { if (!File.Exists(dbPath)) { dbPath = System.IO.Path.Combine(System.Environment.GetFolderPath(System.Environment.SpecialFolder.Personal), "Items_Test"); //Call Database db = new SQLiteConnection(dbPath); //var data = db.Table<ItemsDB>(); //Call Table db.CreateTable <ItemsDB>(); } IsPresent(a_item.Id); if (isRecordPresent) { isRecordPresent = false; return; } db.Insert(ItemsTable(a_item)); }
public int x = -110, y = 112; //позиция отрисовки слотов инвентаря // Use this for initialization void Start() //получаем доступ ко всем нужным сущностям { int slotFreeAmount = 0; Blueprints = GameObject.FindGameObjectWithTag("Craft").GetComponent <Craft>().Blueprints; Blueprintdb = GameObject.FindGameObjectWithTag("BlueprintDatabase").GetComponent <BlueprintDB>(); itemdb = GameObject.FindGameObjectWithTag("ItemDatabase").GetComponent <ItemsDB>(); for (int i = 1; i < 6; i++) //создаем и инициализируем 25 слотов. К каждому слоту присваиваем один предмет { for (int j = 1; j < 6; j++) { GameObject slot = (GameObject)Instantiate(slots); slot.GetComponent <Slot> ().slotNumber = slotFreeAmount; slot.GetComponent <Slot> ().slotType = Slot.SlotType.item; Slots.Add(slot); Items.Add(new Item()); slot.name = "slot " + ((j - 1) + (i - 1) * 5); slot.transform.parent = this.gameObject.transform; slot.GetComponent <RectTransform> ().localPosition = new Vector3(x, y, 0); x += 55; if (j == 5) { x = -110; y -= 55; } slotFreeAmount++; } } for (int i = 0; i < 20; i++) // добавялем предметы в инвентарь { for (int j = 0; j < 13; j++) { addItem(j); } } }
// Use this for initialization void Start() { itemdb = GameObject.FindGameObjectWithTag("ItemDatabase").GetComponent <ItemsDB>(); Items_to_consume = new List <Item>(); Items_to_consume.Add(itemdb.items[0]); Items_to_consume.Add(itemdb.items[0]); Items_to_consume.Add(itemdb.items[0]); Items_to_consume.Add(itemdb.items[1]); Items_to_consume.Add(itemdb.items[4]); Blueprints.Add(new Blueprint("bonfire", 0, "bonfire", Blueprint.BlueprintType.Structure, 1, Items_to_consume)); Items_to_consume = new List <Item>(); Items_to_consume.Add(itemdb.items[0]); Items_to_consume.Add(itemdb.items[0]); Items_to_consume.Add(itemdb.items[0]); Items_to_consume.Add(itemdb.items[0]); Items_to_consume.Add(itemdb.items[4]); Blueprints.Add(new Blueprint("furnace", 1, "furance", Blueprint.BlueprintType.Structure, 1, Items_to_consume)); Items_to_consume = new List <Item>(); Items_to_consume.Add(itemdb.items[5]); Items_to_consume.Add(itemdb.items[5]); Items_to_consume.Add(itemdb.items[5]); Items_to_consume.Add(itemdb.items[5]); Items_to_consume.Add(itemdb.items[5]); Blueprints.Add(new Blueprint("straw_base", 2, "straw platform", Blueprint.BlueprintType.Structure, 1, Items_to_consume)); Items_to_consume = new List <Item>(); Items_to_consume.Add(itemdb.items[5]); Items_to_consume.Add(itemdb.items[5]); Items_to_consume.Add(itemdb.items[5]); Blueprints.Add(new Blueprint("straw_wall", 3, "straw wall", Blueprint.BlueprintType.Structure, 1, Items_to_consume)); Items_to_consume = new List <Item>(); Items_to_consume.Add(itemdb.items[0]); Items_to_consume.Add(itemdb.items[0]); Blueprints.Add(new Blueprint("wooden_door", 4, "wooden door", Blueprint.BlueprintType.Structure, 1, Items_to_consume)); Items_to_consume = new List <Item> (); Items_to_consume.Add(itemdb.items[0]); Items_to_consume.Add(itemdb.items[0]); Items_to_consume.Add(itemdb.items[0]); Blueprints.Add(new Blueprint("wooden_wall", 5, "wooden wall", Blueprint.BlueprintType.Structure, 1, Items_to_consume)); Items_to_consume = new List <Item>(); Items_to_consume.Add(itemdb.items[0]); Items_to_consume.Add(itemdb.items[0]); Items_to_consume.Add(itemdb.items[0]); Items_to_consume.Add(itemdb.items[0]); Blueprints.Add(new Blueprint("wooden_base", 6, "wooden platform", Blueprint.BlueprintType.Structure, 1, Items_to_consume)); Items_to_consume = new List <Item>(); Items_to_consume.Add(itemdb.items[0]); Items_to_consume.Add(itemdb.items[0]); Blueprints.Add(new Blueprint("wooden_fence", 7, "wooden fence", Blueprint.BlueprintType.Structure, 1, Items_to_consume)); Items_to_consume = new List <Item>(); Items_to_consume.Add(itemdb.items[2]); Items_to_consume.Add(itemdb.items[3]); Items_to_consume.Add(itemdb.items[4]); Items_to_consume.Add(itemdb.items[4]); Items_to_consume.Add(itemdb.items[4]); Blueprints.Add(new Blueprint("workbench", 8, "workbench", Blueprint.BlueprintType.Structure, 1, Items_to_consume)); Items_to_consume = new List <Item>(); Items_to_consume.Add(itemdb.items[3]); Blueprints.Add(new Blueprint("metal_ingot", 9, "metal ignot", Blueprint.BlueprintType.Material, 1, Items_to_consume)); Items_to_consume = new List <Item>(); Items_to_consume.Add(itemdb.items[7]); Blueprints.Add(new Blueprint("flask", 10, "flask", Blueprint.BlueprintType.Consumable, 1, Items_to_consume)); Items_to_consume = new List <Item>(); Items_to_consume.Add(itemdb.items[11]); Blueprints.Add(new Blueprint("bottle", 11, "bottle", Blueprint.BlueprintType.Consumable, 1, Items_to_consume)); Items_to_consume = new List <Item>(); Items_to_consume.Add(itemdb.items[9]); Blueprints.Add(new Blueprint("fish_02", 12, "bottle", Blueprint.BlueprintType.Consumable, 1, Items_to_consume)); Items_to_consume = new List <Item>(); Items_to_consume.Add(itemdb.items[10]); Blueprints.Add(new Blueprint("fish_01", 13, "bottle", Blueprint.BlueprintType.Consumable, 1, Items_to_consume)); }