// ---- INVENTORY ---- public void PlayerInventory(CharInventory inventory) // Prints Inventory choice UI { IdlePose(); CombatUI("Which item are you going to use?"); CenterText($"[1] {inventory.CheckItemSlot(0)} [2] {inventory.CheckItemSlot(1)} [0] RETURN\n"); CenterText($"[3] {inventory.CheckItemSlot(2)} [4] {inventory.CheckItemSlot(3)}\n\n"); }
public ICharInventory GetCharInventory() { try { CharInventory inventory = new CharInventory(); XElement equipment = InventoryXML.Element("Equipment"); inventory.Weapons = new List <ICharWeapon>(); foreach (XElement element in equipment.Elements("Weapon")) { inventory.Weapons.Add(new CharWeapon { Name = element.Element("Name").Value, Type = element.Element("Type").Value, Modificator = int.Parse(element.Element("Mod").Value), Damage = element.Element("Damage").Value, Properties = element.Element("Properties").Value }); } inventory.Armors = new List <ICharArmor>(); foreach (XElement element in equipment.Elements("Armor")) { inventory.Armors.Add(new CharArmor { Name = element.Element("Name").Value, Type = element.Element("Type").Value, ArmorClass = int.Parse(element.Element("AC").Value), Properties = element.Element("Properties").Value }); } inventory.Items = new List <ICharItem>(); foreach (XElement element in equipment.Elements("Item")) { inventory.Items.Add(new CharItem { Name = element.Element("Name").Value, Description = element.Element("Description").Value }); } XElement money = InventoryXML.Element("Money"); inventory.CopperMoney = int.Parse(money.Element("Copper").Value); inventory.SilverMoney = int.Parse(money.Element("Silver").Value); inventory.ElectrumMoney = int.Parse(money.Element("Electrum").Value); inventory.GoldMoney = int.Parse(money.Element("Gold").Value); inventory.PlatinumMoney = int.Parse(money.Element("Platinum").Value); return(inventory); } catch { return(null); } }
void Start() { GameObject managerObject = GameObject.Find("GameManager"); print(managerObject); gm = managerObject.GetComponent <GameplayManager>(); pc = gm.pc; ci = pc.GetComponent <CharInventory>(); rm = pc.GetComponent <RoomManager>(); }
public void LoadCanvas() { CharInventory CharInv = selectedChar.GetComponent <CharInventory>(); Inventory inv = CharInv.inv; ID id = CharInv.id; Mission mission = CharInv.mission; if (inv.inventorySize == inv.itemList.Length) { if (inv.itemList.Length != inventorySlots.Length) { Debug.LogError("itemList is not as big as inventorySlots"); } } else { Debug.LogError("inventorySize is not as bis as itemList"); } for (int i = 0; i < inventorySlots.Length; i++) { if (inv.itemList[i] != null) { inventorySlots[i].sprite = inv.itemList[i].itemSprite; inventorySlots[i].gameObject.GetComponent <PanelInfo>().item = inv.itemList[i]; inventorySlots[i].gameObject.GetComponent <PanelInfo>().slotNumber = i; } else { inventorySlots[i].sprite = inv.defaultSprite; inventorySlots[i].gameObject.GetComponent <PanelInfo>().item = null; } } missionText.text = mission.missionText; IdName.text = id.charName; IdNr.text = id.idNr; IdDescription.text = id.idDescription; IdPicture.sprite = id.idPicture; }
public void SetInventory() // Used for solving issue with Screen (MAY BE USEFUL LATER) { Inventory = new CharInventory(this, Screen); }
public void UseItem(CharInventory inventory, int pos) // Prints Used item message { IdlePose(); CombatUI($"{inventory.Owner.Name} have used {inventory.Items[pos].Name}!!!"); }