Exemple #1
0
    public bool GetBundleItem(Item item) //번들 체크 하는 함수
    {
        Item     CurrentItem;
        ItemSlot CurrentSlot;

        for (int i = 0; i < Max; i++)
        {
            if (!ItemList[i].GetComponent <ItemSlot>().IsEmpty)
            {
                CurrentItem = getItem(i);
                CurrentSlot = getslot(i);
                if (CurrentItem.ItemName.Equals(item.ItemName) && CurrentSlot.IsBundleFull()) //번들이 꽉차면 일단 밴
                {
                    continue;
                }
                else if (CurrentItem.ItemName.Equals(item.ItemName) && !CurrentSlot.IsBundleFull()) //꽉차지 않은 자기자신의 번들이 있으면 트루반환
                {
                    return(true);
                }
                else
                {
                    continue;
                }
            }
        }
        return(false);
    }
Exemple #2
0
 /// <summary>
 /// General function to activate the item's UIInteract
 /// This is the same as clicking the item with the same item's hand
 /// </summary>
 public void Activate()
 {
     // Is there an item in the active hand?
     if (!CurrentSlot.IsFull)
     {
         return;
     }
     CurrentSlot.TryItemInteract();
 }
Exemple #3
0
    /// <summary>
    /// General function to activate the item's UIInteract
    /// This is the same as clicking the item with the same item's hand
    /// </summary>
    public void Activate()
    {
        if (!isValidPlayer())
        {
            return;
        }

        // Is there an item in the active hand?
        if (CurrentSlot.Item == null)
        {
            return;
        }
        CurrentSlot.TryItemInteract();
    }
Exemple #4
0
        public async Task Syncing_DeserializeWithStatus()
        {
            // Arrange
            JsonSerializerOptions options = new JsonSerializerOptions();

            options.ConfigureNethermindCore2();
            string jsonString = "{\"is_syncing\":true,\"sync_status\":{\"current_slot\":2,\"highest_slot\":3,\"starting_slot\":1}}";

            // Act - deserialize from string
            await using MemoryStream memoryStream = new MemoryStream(Encoding.UTF8.GetBytes(jsonString));
            Syncing syncing = await JsonSerializer.DeserializeAsync <Syncing>(memoryStream, options);

            syncing.IsSyncing.ShouldBeTrue();
            syncing.SyncStatus !.CurrentSlot.ShouldBe(new Slot(2));
        }
Exemple #5
0
        private void DoDraw(int id)
        {
            GUILayout.BeginVertical();
            {
                UnityEngine.GUI.changed = true;

                // Header
                GUILayout.BeginHorizontal(expandLayoutOption);
                GUILayout.FlexibleSpace();
                if (GUILayout.Button("Close Me", GUILayout.ExpandWidth(false)))
                {
                    enabled = false;
                }
                GUILayout.EndHorizontal();

                // Render Options

                // Clothing Slot Options
                GUILayout.BeginVertical(UnityEngine.GUI.skin.box);
                {
                    GUILayout.BeginHorizontal(expandLayoutOption);
                    GUILayout.Label("Hide When ANY of the Following Clothing Slot States are Set", GUILayout.ExpandWidth(false));
                    GUILayout.EndHorizontal();

                    GUILayout.BeginHorizontal(expandLayoutOption);

                    TOP_ON   = GUILayout.Toggle(TOP_ON, "TOP ON");
                    TOP_HALF = GUILayout.Toggle(TOP_HALF, "TOP HALF");
                    TOP_OFF  = GUILayout.Toggle(TOP_OFF, "TOP OFF");


                    GUILayout.EndHorizontal();

                    GUILayout.BeginHorizontal(expandLayoutOption);

                    BOT_ON   = GUILayout.Toggle(BOT_ON, "BOT ON");
                    BOT_HALF = GUILayout.Toggle(BOT_HALF, "BOT HALF");
                    BOT_OFF  = GUILayout.Toggle(BOT_OFF, "BOT OFF");


                    GUILayout.EndHorizontal();

                    GUILayout.BeginHorizontal(expandLayoutOption);

                    INNER_TOP_ON   = GUILayout.Toggle(INNER_TOP_ON, "INNER TOP ON");
                    INNER_TOP_HALF = GUILayout.Toggle(INNER_TOP_HALF, "INNER TOP HALF");
                    INNER_TOP_OFF  = GUILayout.Toggle(INNER_TOP_OFF, "INNER TOP OFF");


                    GUILayout.EndHorizontal();

                    GUILayout.BeginHorizontal(expandLayoutOption);

                    INNER_BOT_ON   = GUILayout.Toggle(INNER_BOT_ON, "INNER BOT ON");
                    INNER_BOT_HALF = GUILayout.Toggle(INNER_BOT_HALF, "INNER BOT HALF");
                    INNER_BOT_OFF  = GUILayout.Toggle(INNER_BOT_OFF, "INNER BOT OFF");


                    GUILayout.EndHorizontal();

                    GUILayout.BeginHorizontal(expandLayoutOption);

                    PANTYHOSE_ON   = GUILayout.Toggle(PANTYHOSE_ON, "PANTYHOSE ON");
                    PANTYHOSE_HALF = GUILayout.Toggle(PANTYHOSE_HALF, "PANTYHOSE HALF");
                    PANTYHOSE_OFF  = GUILayout.Toggle(PANTYHOSE_OFF, "PANTYHOSE OFF");


                    GUILayout.EndHorizontal();

                    GUILayout.BeginHorizontal(expandLayoutOption);

                    GLOVE_ON  = GUILayout.Toggle(GLOVE_ON, "GLOVES ON");
                    GLOVE_OFF = GUILayout.Toggle(GLOVE_OFF, "GLOVES OFF");


                    GUILayout.EndHorizontal();

                    GUILayout.BeginHorizontal(expandLayoutOption);

                    SOCK_ON  = GUILayout.Toggle(SOCK_ON, "SOCKS ON");
                    SOCK_OFF = GUILayout.Toggle(SOCK_OFF, "SOCKS OFF");


                    GUILayout.EndHorizontal();

                    GUILayout.BeginHorizontal(expandLayoutOption);

                    SHOE_ON  = GUILayout.Toggle(SHOE_ON, "SHOES ON");
                    SHOE_OFF = GUILayout.Toggle(SHOE_OFF, "SHOES OFF");


                    GUILayout.EndHorizontal();
                }
                GUILayout.EndVertical();

                GUILayout.BeginVertical(UnityEngine.GUI.skin.box);
                {
                    GUILayout.BeginHorizontal(expandLayoutOption);
                    GUILayout.BeginVertical(GUILayout.ExpandHeight(false));

                    GUILayout.Label("Link to Status of Specified Slot # (Empty slots always counts as Not Visible\nLinks can be chained, limited to 20 deep. Bi-Directional Links don't function. Pick one relationship direction.)", GUILayout.ExpandWidth(false));
                    GUILayout.EndVertical();

                    GUILayout.EndHorizontal();

                    GUILayout.BeginHorizontal();

                    GUILayout.BeginVertical(GUILayout.ExpandHeight(false));

                    LINK_ACCESSORY         = GUILayout.Toggle(LINK_ACCESSORY, "Link");
                    INVERSE_LINK_ACCESSORY = GUILayout.Toggle(INVERSE_LINK_ACCESSORY, "Inverse Link");

                    GUILayout.EndVertical();

                    scrollPosition = GUILayout.BeginScrollView(scrollPosition, GUILayout.Width(500), GUILayout.Height(60));
                    GUILayout.BeginVertical();

                    string[] availableSlots = AvailableSlots();
                    for (int index = 0; index < availableSlots.Length;)
                    {
                        GUILayout.BeginHorizontal(GUILayout.ExpandWidth(false));
                        for (int i = 0; i < 5 && index < availableSlots.Length; i++, index++)
                        {
                            bool selected = GUILayout.Button(availableSlots[index], (availableSlots[index].Equals(accessorySlotString)) ? selectedButtonStyle : UnityEngine.GUI.skin.button);
                            if (selected)
                            {
                                accessorySlotString = availableSlots[index];
                                if (CurrentSlot.ContainsVisibilityRule(AdditionalAccessoryVisibilityRules.ACCESSORY_LINK))
                                {
                                    CurrentSlot.ClearVisibilityRule(AdditionalAccessoryVisibilityRules.ACCESSORY_LINK);
                                    CurrentSlot.SetVisibilityRule(AdditionalAccessoryVisibilityRules.ACCESSORY_LINK, accessorySlotString, true);
                                    SendRulesUpdateNotification();
                                }
                                else if (CurrentSlot.ContainsVisibilityRule(AdditionalAccessoryVisibilityRules.ACCESSORY_INVERSE_LINK))
                                {
                                    CurrentSlot.ClearVisibilityRule(AdditionalAccessoryVisibilityRules.ACCESSORY_INVERSE_LINK);
                                    CurrentSlot.SetVisibilityRule(AdditionalAccessoryVisibilityRules.ACCESSORY_INVERSE_LINK, accessorySlotString, true);
                                    SendRulesUpdateNotification();
                                }
                            }
                        }
                        GUILayout.EndHorizontal();
                    }

                    GUILayout.EndVertical();
                    GUILayout.EndScrollView();

                    GUILayout.EndHorizontal();
                }
                GUILayout.EndVertical();

                GUILayout.BeginVertical(UnityEngine.GUI.skin.box);
                {
                    GUILayout.BeginHorizontal(expandLayoutOption);
                    STUDIO_LOAD = GUILayout.Toggle(STUDIO_LOAD, "Apply Rules on Studio Scene Character/Outfit Change (Normally Skipped) - Initial Scene State is Preserved");
                    GUILayout.EndHorizontal();
                }
                GUILayout.EndVertical();

                GUILayout.BeginVertical(UnityEngine.GUI.skin.box);
                {
                    GUILayout.BeginHorizontal(expandLayoutOption);
                    GUILayout.Label("Hide or Show On Lifecycle Events", GUILayout.ExpandWidth(false));
                    GUILayout.EndHorizontal();

                    GUILayout.BeginHorizontal(expandLayoutOption);
                    GUILayout.Label("Startup is Onload - First entry into any scene. Studio is excluded (unless above option is selected).", GUILayout.ExpandWidth(false));
                    GUILayout.EndHorizontal();

                    GUILayout.BeginHorizontal();
                    HIDE_ON_STARTUP = GUILayout.Toggle(HIDE_ON_STARTUP, "Hide on Startup (Defaults to Hidden)");
                    GUILayout.EndHorizontal();


                    GUILayout.BeginHorizontal(expandLayoutOption);
                    GUILayout.Label("H Scene Start is after initial conversation, before first sex animation (use Startup for initial conversation).", GUILayout.ExpandWidth(false));
                    GUILayout.EndHorizontal();

                    GUILayout.BeginHorizontal();
                    HIDE_ON_HSTART = GUILayout.Toggle(HIDE_ON_HSTART, "Hide on H Scene Start");
                    SHOW_ON_HSTART = GUILayout.Toggle(SHOW_ON_HSTART, "Show on H Scene Start");
                    GUILayout.EndHorizontal();

                    GUILayout.BeginHorizontal(expandLayoutOption);
                    GUILayout.Label("H Scene End is before final conversation", GUILayout.ExpandWidth(false));
                    GUILayout.EndHorizontal();

                    GUILayout.BeginHorizontal();
                    HIDE_ON_HEND = GUILayout.Toggle(HIDE_ON_HEND, "Hide on H Scene End");
                    SHOW_ON_HEND = GUILayout.Toggle(SHOW_ON_HEND, "Show on H Scene End");
                    GUILayout.EndHorizontal();
                }
                GUILayout.EndVertical();

                GUILayout.BeginVertical(UnityEngine.GUI.skin.box);
                {
                    GUILayout.BeginHorizontal(expandLayoutOption);
                    GUILayout.BeginVertical(GUILayout.ExpandHeight(false));
                    GUILayout.Label("Hide Specified Hair/Body Part when this Accessorial is Visible\nNote: Hair is invisible but present. Body parts are scaled to 0.", GUILayout.ExpandWidth(false));
                    GUILayout.EndVertical();
                    GUILayout.EndHorizontal();

                    GUILayout.BeginHorizontal(expandLayoutOption);

                    HIDE_BACK_HAIR  = GUILayout.Toggle(HIDE_BACK_HAIR, "Hair Back");
                    HIDE_FRONT_HAIR = GUILayout.Toggle(HIDE_FRONT_HAIR, "Hair Front");
                    HIDE_SIDE_HAIR  = GUILayout.Toggle(HIDE_SIDE_HAIR, "Hair Side");
                    HIDE_EXT_HAIR   = GUILayout.Toggle(HIDE_EXT_HAIR, "Hair Extension");
                    HIDE_ACC_HAIR   = GUILayout.Toggle(HIDE_ACC_HAIR, "Hair Accessories");

                    GUILayout.EndHorizontal();

                    GUILayout.BeginHorizontal(expandLayoutOption);

                    HIDE_NOSE          = GUILayout.Toggle(HIDE_NOSE, "Nose");
                    HIDE_LEFT_EAR      = GUILayout.Toggle(HIDE_LEFT_EAR, "L Ear");
                    HIDE_RIGHT_EAR     = GUILayout.Toggle(HIDE_RIGHT_EAR, "R Ear");
                    HIDE_LEFT_HAND     = GUILayout.Toggle(HIDE_LEFT_HAND, "L Hand");
                    HIDE_RIGHT_HAND    = GUILayout.Toggle(HIDE_RIGHT_HAND, "R Hand");
                    HIDE_LEFT_FOOT     = GUILayout.Toggle(HIDE_LEFT_FOOT, "L Foot");
                    HIDE_RIGHT_FOOT    = GUILayout.Toggle(HIDE_RIGHT_FOOT, "R Foot");
                    HIDE_LEFT_EYELASH  = GUILayout.Toggle(HIDE_LEFT_EYELASH, "L Eyelash");
                    HIDE_RIGHT_EYELASH = GUILayout.Toggle(HIDE_RIGHT_EYELASH, "R Eyelash");

                    GUILayout.EndHorizontal();
                }
                GUILayout.EndVertical();
            }

            GUILayout.EndVertical();
            UnityEngine.GUI.DragWindow();
        }