Example #1
0
 public void Buy()
 {
     //can afford
     if (Money.value >= cost)
     {
         //can have multiple
         if (item is Usable_Amount_Item)
         {
             Usable_Amount_Item it = item as Usable_Amount_Item;
             //Has Max
             if (it.amount.value >= it.amount.maxVal)
             {
                 Debug.Log("Max");
                 AtMaxEvent.Invoke();
             }
             //Not at Max
             else
             {
                 Bought();
             }
         }
         else if (item is Non_Usable_Amount_Item)
         {
             Non_Usable_Amount_Item it = item as Non_Usable_Amount_Item;
             if (it.amount.value >= it.amount.maxVal)
             {
                 Debug.Log("Max");
                 AtMaxEvent.Invoke();
             }
             else
             {
                 Bought();
             }
         }
         //single only
         else
         {
             //already have one
             if (collectedItems.items.Contains(item))
             {
                 Debug.Log("Has");
                 HasItemEvent.Invoke();
             }
             //does not have one
             else
             {
                 Bought();
             }
         }
     }
     //cannot afford
     else
     {
         Debug.Log("Can't Afford");
         CannotAffordEvent.Invoke();
     }
 }
Example #2
0
 private void SetSprites()
 {
     for (int i = 0; i < 4; i++)
     {
         SlotText[i].SetActive(false);
         if (equippedItems.items[i] != null)
         {
             organizedImages[0][i].GetComponent <Image>().sprite = equippedItems.items[i].sprite;
             if (equippedItems.items[i] is Usable_Amount_Item)
             {
                 SlotText[i].SetActive(true);
                 Usable_Amount_Item temp = equippedItems.items[i] as Usable_Amount_Item;
                 SlotText[i].GetComponent <AmountUpdate>().amount = temp.amount;
             }
             organizedImages[0][i].GetComponent <Image>().color = Color.white;
         }
         else
         {
             organizedImages[0][i].GetComponent <Image>().sprite = null;
             organizedImages[0][i].GetComponent <Image>().color  = Color.clear;
         }
     }
     for (int j = 4; j < organizedItems[0].Count; j++)
     {
         organizedImages[0][j].SetActive(false);
         if (currentItems.items.Contains(organizedItems[0][j]))
         {
             organizedImages[0][j].SetActive(true);
         }
     }
     for (int i = 1; i < organizedItems.Count; i++)
     {
         for (int j = 0; j < organizedItems[i].Count; j++)
         {
             organizedImages[i][j].SetActive(false);
             if (currentItems.items.Contains(organizedItems[i][j]))
             {
                 organizedImages[i][j].SetActive(true);
                 if (equippedItems.items.Contains(organizedItems[i][j] as Usable_Item_Base))
                 {
                     organizedImages[i][j].SetActive(false);
                 }
             }
         }
     }
 }
Example #3
0
    private void SetSprites()
    {
        numtimesthrough = 0;
        rightIndex      = GetRight(equipped.CurrentEquip);
        numtimesthrough = 0;
        leftIndex       = GetLeft(equipped.CurrentEquip);
        if (equipped.items[rightIndex] != null)
        {
            right.sprite = equipped.items[rightIndex].sprite;
            right.color  = corners;
            if (equipped.items[rightIndex] is Usable_Amount_Item)
            {
                rightAmount.gameObject.SetActive(true);
                Usable_Amount_Item temp = equipped.items[rightIndex] as Usable_Amount_Item;
                rightAmount.text = temp.amount.value.ToString();
            }
            else
            {
                rightAmount.gameObject.SetActive(false);
            }
        }
        else
        {
            rightAmount.gameObject.SetActive(false);
            right.color = Color.clear;
        }

        if (equipped.items[leftIndex] != null)
        {
            left.sprite = equipped.items[leftIndex].sprite;
            left.color  = corners;
            if (equipped.items[leftIndex] is Usable_Amount_Item)
            {
                leftAmount.gameObject.SetActive(true);
                Usable_Amount_Item temp = equipped.items[leftIndex] as Usable_Amount_Item;
                leftAmount.text = temp.amount.value.ToString();
            }
            else
            {
                leftAmount.gameObject.SetActive(false);
            }
        }
        else
        {
            left.color = Color.clear;
            leftAmount.gameObject.SetActive(false);
        }

        if (equipped.CurrentItem() != null)
        {
            current.sprite = equipped.CurrentItem().sprite;
            current.color  = center;
            if (equipped.CurrentItem() is Usable_Amount_Item)
            {
                currentAmount.gameObject.SetActive(true);
                Usable_Amount_Item temp = equipped.CurrentItem() as Usable_Amount_Item;
                currentAmount.text = temp.amount.value.ToString();
            }
            else
            {
                currentAmount.gameObject.SetActive(false);
            }
        }
        else
        {
            currentAmount.gameObject.SetActive(false);
            current.color = Color.clear;
        }
    }