Exemple #1
0
        // ---- 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>();
    }
Exemple #4
0
    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);
 }
Exemple #6
0
        public void UseItem(CharInventory inventory, int pos)   // Prints Used item message
        {
            IdlePose();

            CombatUI($"{inventory.Owner.Name} have used {inventory.Items[pos].Name}!!!");
        }