public void DisplayItemDetails(RPGItem item, InventoryGUIType type, BasicGUIController gui) { Enable(); activeGUIController = gui; nameLabel.text = item.Name; descriptionLabel.text = item.Description; GameObject atlas = Resources.Load(item.AtlasName) as GameObject; icon.atlas = atlas.GetComponent<UIAtlas>(); icon.spriteName = item.IconPath; for (int i = 0; i < allButtons.Length; i++) { allButtons[i].SetActive(false); } if(type == InventoryGUIType.quickInventory) { if(item.IsEquippable) EquipButton.SetActive(true); } else if(type == InventoryGUIType.Inventory) { if(item.IsEquippable) EquipButton.SetActive(true); DestroyButton.SetActive(true); } int count = 0; for (int i = 0; i < allButtons.Length; i++) { if(allButtons[i].activeSelf) { allButtons[i].transform.localPosition = new Vector3(buttonsStartPos.localPosition.x + count*buttonsGap, buttonsStartPos.localPosition.y, buttonsStartPos.localPosition.z); count++; } } }
public void LoadShopItemTile(InventoryItem item, BasicGUIController newOwner, InventoryGUIType type, int i) { index = i; owner = newOwner; switch (type) { case InventoryGUIType.Shop: unStockButton.SetActive(false); break; case InventoryGUIType.Playershop: unStockButton.SetActive(true); break; } LoadGeneric(item); itemTileType = type; }
public void LoadBlank(BasicGUIController newOwner, InventoryGUIType type, int i) { index = i; owner = newOwner; itemTileType = type; nonBlankObject.SetActive(false); blankCover.SetActive(true); tile.color = blankColor; quantityTag.SetActive(false); isBlank = true; collider.enabled = true; }
public void DisplayItemDetails(InventoryItem item, InventoryGUIType type, BasicGUIController gui) { DisplayItemDetails(item.rpgItem, type, gui); }
public void LoadItemTile(InventoryItem item, BasicGUIController newOwner, InventoryGUIType type, int i) { index = i; owner = newOwner; switch (type) { case InventoryGUIType.Inventory: draggable = false; canDisplayNew = true; canDisplayTick = true; canDisplayQuantity = true; break; case InventoryGUIType.quickInventory: if(item.rpgItem.ItemCategory == ItemType.Armor || item.rpgItem.ItemCategory == ItemType.NakedArmor) canDisplayQuantity = false; else canDisplayQuantity = true; draggable = true; canDisplayNew = false; canDisplayTick = true; break; case InventoryGUIType.Shop: draggable = false; canDisplayNew = false; canDisplayTick = false; canDisplayQuantity = true; break; case InventoryGUIType.Reward: draggable = false; canDisplayNew = false; canDisplayTick = false; canDisplayQuantity = false; break; case InventoryGUIType.Other: draggable = true; canDisplayNew = false; canDisplayTick = true; break; } LoadGeneric(item); itemTileType = type; }