Example #1
0
    private bool combineSuccess(MenuSlot releaseTo)
    {
        MenuSlotItem meTemp  = this.getItem();
        MenuSlotItem youTemp = releaseTo.getItem();

        //If the two items should be merged
        if (this.getItem() != null && releaseTo.getItem() != null && meTemp.id == youTemp.id && meTemp.isFlower == youTemp.isFlower)
        {
            HomeBaseUIController hbuic = GetComponentInParent <HomeBaseUIController>();
            if (releaseTo.type == SlotType.PlayerInventory)//if moving to inventory
            {
                hbuic.addHomeInventoryItem(releaseTo.getItem().id, -releaseTo.getItem().count, releaseTo.getItem().isFlower);
            }
            else if (this.type == SlotType.PlayerInventory)//if moving out of inventory
            {
                hbuic.addHomeInventoryItem(this.getItem().id, this.getItem().count, this.getItem().isFlower);
            }
            //Set the other item's count
            int oldCount = releaseTo.getItem().count;
            //Destroy the item in the other slot because the grabbed item will be stored
            GameObject.Destroy(releaseTo.getItem().gameObject);
            //Set the other slot to the grabbed item
            releaseTo.setItem(this.getItem());
            releaseTo.setCount(oldCount + this.getItem().count);


            //Clear the item in the grabbed slot
            this.setItem(null);

            //It was successful so return true
            return(true);
        }
        return(false);
    }
Example #2
0
    private void sellDecoration(uint id, int count)
    {
        if (grabbedSlot == null)
        {
            int toSell = count;
            try
            {
                if (homeDecorationsBought[id] < toSell)
                {
                    toSell = homeDecorationsBought[id];
                }
                homeDecorationsBought[id] -= toSell;
                fpc.money += (int)(toSell * decorationValue[(uint)id] * 0.75f);
            }
            catch { }
            //todo decrease item's count by count

            MenuSlot sellSlot = GameObject.Find("sellFlowerSlot").GetComponent <MenuSlot>();

            //Reduce flower count by "adding" a negative value
            addHomeInventoryItem(id, -count, false);
            sellSlot.setCount(sellSlot.getCount() - count);//this is neg for some reason
            updateMoneyText();


            updateFlowerDisplaySlot(sellSlot.getItem());
        }
    }
Example #3
0
    //Sell the flower the given number of times
    private void sellFlower(uint flowerID, int sellAmount)
    {
        if (grabbedSlot == null)
        {
            MenuSlot sellSlot = GameObject.Find("sellFlowerSlot").GetComponent <MenuSlot>();
            //this was for multiple sells since processflowersell allways sells one
            //fpc.money += HomeBaseController.instance.getFlowerValue(flowerID) * (sellAmount-1);
            HomeBaseController.instance.processFlowerSell(flowerID);

            //Reduce flower count by "adding" a negative value
            addHomeInventoryItem(flowerID, -sellAmount, true);
            sellSlot.setCount(sellSlot.getCount() - sellAmount);
            updateMoneyText();
            updateFlowerDisplaySlot(sellSlot.getItem());
        }
    }
Example #4
0
 private void purchaseDecoration(uint id, MenuSlot item)
 {
     if (grabbedSlot == null)
     {
         if (fpc.money >= decorationValue[(uint)id])
         {
             if (!homeDecorationsBought.ContainsKey(id))
             {
                 homeDecorationsBought.Add(id, 0);
             }
             homeDecorationsBought[id] += 1;
             fpc.money -= decorationValue[(uint)id];
             updateMoneyText();
             bool      pushedToInventory    = false;
             Transform playerInventoryPanel = GameObject.Find("playerInventoryPanel").transform;
             for (int i = 0; i < 10 && pushedToInventory == false; i++)
             {
                 if (playerInventoryPanel.GetChild(i).childCount != 0)
                 {
                     MenuSlotItem msi = playerInventoryPanel.GetChild(i).GetChild(0).GetComponent <MenuSlotItem>();
                     if (msi.isFlower == false && msi.id == id)
                     {
                         msi.setCount(msi.count + 1);
                         pushedToInventory = true;
                     }
                 }
             }
             if (!pushedToInventory)
             {
                 item.setCount(item.getCount() + 1);
                 addHomeInventoryItem(id, 1, false);
             }
             for (int i = 0; i < 10 && pushedToInventory == false; i++)
             {
                 if (playerInventoryPanel.GetChild(i).childCount == 0)
                 {
                     item.releaseItem(playerInventoryPanel.GetChild(i).GetComponent <MenuSlot>());
                     pushedToInventory = true;
                 }
             }
         }
     }
 }