public void ConfirmOperation() { if (selling) { _o.InventoryRemove(operationItem); RefreshLayout(sellingLayout, _o.inventorySlots, true, _o.inventory.ToArray()); } else { _o.InventoryAdd(operationItem); for (int i = 0; i < _o.currentEvent.rewards.Length; i++) { if (_o.currentEvent.rewards[i] != operationItem) { continue; } _o.currentEvent.rewards[i] = null; break; } RefreshInventory(); } if (confirmationPanel != null) { confirmationPanel.SetActive(false); } }
public void GetReward() { _o = Overlord._instance; if (_o.currentEvent == null) { _o.currentEvent = _o.GetRandomEvent(Overlord.EventTypes.TREASURE); } animate = true; shake_timer = _SHAKE_TIME_; GetComponent <Button>().interactable = false; Item i = _o.currentEvent.rewards[Random.Range(0, _o.currentEvent.rewards.Length)]; Debug.Log(i.name); item.GetComponent <Image>().sprite = i.artwork; Text t = item.transform.Find("Text").GetComponent <Text>(); t.text = string.Format(_TREASURE_TEXT_, i.name, i.description); if (_o.inventorySlots <= _o.inventory.Count) { t.text += "\nYou can't carry more objects. Leaving this treasure behind drives you more insane."; } _o.InventoryAdd(i); }
public void SelectItem(int index) { _o.InventoryAdd(items[index]); Manager m = FindObjectOfType <Manager>(); if (m != null) { m.DisplayInventory(); } UnityEngine.SceneManagement.SceneManager.LoadScene("Map"); }