public void RemoveStackAmounts()
    {
        for (int i = 0; i < InventoryManage.Count; i++)
        {
            if (InventoryManage[i].isASecondary == 1)
            {
                if (InventoryManage[i].StackAmounts <= 0)
                {
                    if (InventoryManage[i].CurrentInventorySlot == SwitchWeapons.CurrentLoadedProjectile)
                    {
                        SwitchWeapons.CurrentLoadedProjectile = -1;
                        SwitchWeapons.DestroyObject(SwitchWeapons.CurrentProjectileObject, 1);
                    }

                    InventoryButtonsIcons[InventoryManage[i].CurrentInventorySlot].GetComponent <Mask>().showMaskGraphic = false;
                    InventoryButtonsIcons[InventoryManage[i].CurrentInventorySlot].sprite   = DefaultSprite;
                    InventoryButtonsStackText[InventoryManage[i].CurrentInventorySlot].text = string.Empty;
                    InventoryManage.RemoveAt(i);
                }
            }
        }
    }
Example #2
0
    public void FunctionOnPointerClick(BaseEventData Basedata)
    {
        PointerEventData data = ( PointerEventData )Basedata;

        if (data.clickCount == 2 && character.Attacking == false && terrain.canvas.GetComponentInChildren <MainGUI>().timeElapsedProgressBar <= Time.time)
        {
            if (CurrentPointerButtonIndex >= 0 && CurrentPointerButtonIndex <= 24)
            {
                characterInventory.CurrentInventoryItemSlot = CurrentPointerButtonIndex;
            }

            for (int i = 0; i < characterInventory.InventoryManage.Count; i++)
            {
                if (characterInventory.InventoryManage[i].CurrentInventorySlot == characterInventory.CurrentInventoryItemSlot &&
                    characterInventory.InventoryManage[i].isASecondary == 0 &&
                    characterInventory.CurrentInventoryItemSlot == WepSwitch.CurrentWeaponItemSlot)    // for weapons that are primary - clicking an already equipped item
                {
                    CurrentPointerButtonIndex = 100;
                    characterInventory.InventoryButtonRects[WepSwitch.CurrentWeaponItemSlot].transform.GetComponentInChildren <Image>().color = new Color(1, 1, 1, 0.66f);
                    WepSwitch.DestroyObject(WepSwitch.CurrentObject, 0);
                    if (WepSwitch.CurrentProjectileObject != null)
                    {
                        WepSwitch.DestroyObject(WepSwitch.CurrentProjectileObject, 1);
                    }
                    character.SendFloats("ArmJump", 0);
                    return;
                }
                else if (characterInventory.InventoryManage[i].CurrentInventorySlot == characterInventory.CurrentInventoryItemSlot &&
                         (characterInventory.CurrentInventoryItemSlot == armorSwitch.CurrentChestplateIteration ||
                          characterInventory.CurrentInventoryItemSlot == armorSwitch.CurrentHelmetIteration ||
                          characterInventory.CurrentInventoryItemSlot == armorSwitch.CurrentLegsIteration)) // for armors - clicking an already equipped item
                {
                    CurrentPointerButtonIndex = 100;
                    characterInventory.InventoryButtonRects[characterInventory.CurrentInventoryItemSlot].transform.GetComponentInChildren <Image>().color = new Color(1, 1, 1, 0.66f);
                    armorSwitch.DropObject(characterInventory.CurrentInventoryItemSlot); // unequip
                    return;
                }
            }

            for (int x = 0; x < Potions.PotionList.Count; x++)
            {
                if (Potions.PotionList[x].PotionName == characterInventory.InventoryButtonRects[characterInventory.CurrentInventoryItemSlot].GetComponentInChildren <Text>().text)
                {
                    skillbarGUI.UsePotions(Potions.PotionList[x].PotionName);
                    return;
                }
            }

            characterInventory.SetWeaponValues();
            characterInventory.SetArmorValues();
            characterInventory.SetToolValues();

            if (UpgradeItems.CurrentUpgradeIndex == characterInventory.CurrentInventoryItemSlot) // update upgrade icons when equipping an item
            {
                UpgradeItems.PreviousUpgradedIcon.transform.GetComponentInChildren <Image>().sprite         = characterInventory.DefaultSprite;
                UpgradeItems.PreviousUpgradedIcon.transform.GetComponentInChildren <Mask>().showMaskGraphic = true;
                UpgradeItems.AfterUpgradedIcon.transform.GetComponentInChildren <Image>().sprite            = characterInventory.DefaultSprite;
                UpgradeItems.AfterUpgradedIcon.transform.GetComponentInChildren <Mask>().showMaskGraphic    = true;
            }
        }
    }