Inheritance: MonoBehaviour
        public async Task <EquipmentUI> GetEquipmentModelById(int id)
        {
            using (var conn = new SqlConnection(AppSettings.ConnectionString))
            {
                var sql    = Sql.SqlQueryCach["Equipment.GetCheckListsByEquipmentId"];
                var result = (await conn
                              .QueryAsync <CheckListEquipment, EquipmentModel, Equipment, CheckListEquipment>(
                                  sql,
                                  (ce, em, equipment) =>
                {
                    em.Equipment = equipment;
                    ce.EquipmentModel = em;

                    return(ce);
                }, new { equipment_model_id = id })).ToArray();

                var ret = new EquipmentUI();
                if (result.Any())
                {
                    var first = result.FirstOrDefault();
                    ret.Id        = first.EquipmentModel.Id;
                    ret.Equipment = first.EquipmentModel.Equipment;
                }
                else
                {
                    ret = null;
                }

                return(ret);
            }
        }
Exemple #2
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    void  Awake()
    {
        InvUI        = FindObjectOfType(typeof(InventoryUI)) as InventoryUI;  //Get the Inventory Manager object/script.
        CustomEvents = FindObjectOfType(typeof(InventoryEvents)) as InventoryEvents;
        EqUI         = FindObjectOfType(typeof(EquipmentUI)) as EquipmentUI;
        MyTransform  = gameObject.transform;        //Set the object tranform.

        if (SaveAndLoad == true)
        {
            LoadEquipments();
        }

        for (int i = 0; i < EquipmentSlots.Length; i++)        //Starting a loop in the slots of the bag.
        {
            if (EquipmentSlots[i].IsTaken == true)
            {
                Item ItemScript = EquipmentSlots[i].Item.GetComponent <Item>();                //Getting the item script.

                EquipmentSlots[i].Icon.color  = new Color(1.0f, 1.0f, 1.0f, 1.0f);
                EquipmentSlots[i].Icon.sprite = ItemScript.Icon;
            }
            else
            {
                EquipmentSlots[i].Icon.sprite = null;
                EquipmentSlots[i].Icon.color  = new Color(1.0f, 1.0f, 1.0f, 0.0f);
            }
            EquipmentSlots[i].Icon.gameObject.GetComponent <SlotUI>().SlotID = i;
            EquipmentSlots[i].Icon.gameObject.SetActive(true);
        }
    }
        public async Task <EquipmentUI> AddOrUpdateEquipment(EquipmentUI ces)
        {
            using (var conn = new SqlConnection(AppSettings.ConnectionString))
            {
                if (ces.Id == 0)
                {
                    //insert new EquipmentModel, get Id
                    var em = new EquipmentModel
                    {
                        ModelId     = ces.ModelId,
                        EquipmentId = ces.Equipment.Id,
                        ParentId    = ces.ParentId,
                        IsMark      = ces.IsMark
                    };
                    var mr = new ModelRepository(_logger);
                    em = await mr.AddEquipmentToModel(em);

                    ces.Id = em.Id;
                }
                else
                {
                    var mr = new ModelRepository(_logger);
                    await mr.UpdateEquipment(new EquipmentModel
                    {
                        EquipmentId = ces.Equipment.Id,
                        Id          = ces.Id,
                        IsMark      = ces.IsMark
                    });
                }

                var shit = await GetEquipmentModelById(ces.Id);

                return(shit);
            }
        }
    public void LoadToEquipment(EquipmentUI _equipment, ItemsDataBase _itemsDataBase)
    {
        foreach (ItemDefensiveStatsSaveData itemData in itemDefensives)
        {
            Item toAdd = LoadDefensiveItem(itemData, _itemsDataBase);
            if (toAdd != null && toAdd.isSaved)
            {
                _equipment.EquipItemTo(toAdd, toAdd.slotIndex);
            }
        }

        foreach (ItemOffensiveStatsSaveData itemData in itemOffensives)
        {
            Item toAdd = LoadOffensiveItem(itemData, _itemsDataBase);
            if (toAdd != null && toAdd.isSaved)
            {
                _equipment.EquipItemTo(toAdd, toAdd.slotIndex);
            }
        }

        foreach (ItemCapacitySaveData itemData in itemCapacities)
        {
            Item toAdd = LoadCapacityItem(itemData, _itemsDataBase);
            if (toAdd != null && toAdd.isSaved)
            {
                _equipment.EquipItemTo(toAdd, toAdd.slotIndex);
            }
        }
    }
Exemple #5
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    void  Awake()
    {
        InvManager     = FindObjectOfType(typeof(InventoryManager)) as InventoryManager; //Get the Inventory Manager object/script.
        InvEquipment   = FindObjectOfType(typeof(Equipment)) as Equipment;               //Get the Equipment script.
        InvSkillBar    = FindObjectOfType(typeof(SkillBar)) as SkillBar;                 //Get the skill bar script.
        CustomEvents   = FindObjectOfType(typeof(InventoryEvents)) as InventoryEvents;
        InvVendor      = FindObjectOfType(typeof(VendorUI)) as VendorUI;
        InvCraft       = FindObjectOfType(typeof(CraftManager)) as CraftManager;
        InvContainer   = FindObjectOfType(typeof(ContainerUI)) as ContainerUI;
        InvEquipmentUI = FindObjectOfType(typeof(EquipmentUI)) as EquipmentUI;
        InvItemGroup   = FindObjectOfType(typeof(ItemGroupUI)) as ItemGroupUI;

        //Setting up rect transforms:
        UICanvasTrans = UICanvas.GetComponent <RectTransform>();
        PanelTrans    = Panel.GetComponent <RectTransform>();

        SetInvPosition();       // Set the default position of the inventory backdrop.
        CreateRiches();         //Set all riches slots.

        ActionMenu.gameObject.SetActive(false);
        DropMenu.gameObject.SetActive(false);


        ShowInv = false;
        // Panel.SetActive(false); //--hide at start
    }
    public EquipmentSaveData(EquipmentUI _equipment)
    {
        List <ItemDefensiveStatsSaveData> itemDefList = new List <ItemDefensiveStatsSaveData>();
        List <ItemOffensiveStatsSaveData> itemOffList = new List <ItemOffensiveStatsSaveData>();
        List <ItemCapacitySaveData>       itemCapList = new List <ItemCapacitySaveData>();

        foreach (EquipmentSlot slot in _equipment.slots)
        {
            Item item = slot.item;
            if (item != null)
            {
                if (item is Item_DefensiveStats)
                {
                    Item_DefensiveStats itemDef = item as Item_DefensiveStats;
                    itemDefList.Add(itemDef.ToSaveData());
                }
                else if (item is Item_OffensiveStats)
                {
                    Item_OffensiveStats itemOff = item as Item_OffensiveStats;
                    itemOffList.Add(itemOff.ToSaveData());
                }
                else if (item is Item_Skill)
                {
                    Item_Skill itemOff = item as Item_Skill;
                    itemCapList.Add(itemOff.ToSaveData());
                }
            }
        }

        itemDefensives = itemDefList.ToArray();
        itemOffensives = itemOffList.ToArray();
        itemCapacities = itemCapList.ToArray();
    }
    void Start()
    {
        inventory   = Inventory.instance;
        equipmentUI = EquipmentUI.instance;
        int numSlots = System.Enum.GetNames(typeof(EquipmentSlot)).Length;

        currentEquipment = new Item[numSlots];
    }
Exemple #8
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 private void Awake()
 {
     if (instance != null)
     {
         return;
     }
     instance = this;
 }
        public async Task <JsonResult> AddUpdateEquipment([FromBody] EquipmentUI ces)
        {
            await CheckPermission();

            var er  = new EquipmentRepository(_logger);
            var ret = await er.AddOrUpdateEquipment(ces);

            return(Json(ret));
        }
Exemple #10
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 public override void Use()
 {
     base.Use();
     Debug.Log("You have equiped a " + this.name);
     equipmentUI = EquipmentUI.instance;
     equipmentUI.AddItem(this);
     EquipmentManager.instance.Equip(this);
     RemoveFromInventory();
 }
Exemple #11
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    void Start()
    {
        inventory = Inventory.instance;

        int numSlots = System.Enum.GetNames(typeof(EquipmentSlot)).Length; //Gets the length of our equipment slots enum

        currentEquipment = new Equipment[numSlots];
        equipmentUI      = FindObjectOfType <EquipmentUI>();
    }
Exemple #12
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 private void Awake()
 {
     if (Instance != null)
     {
         Debug.LogError("More than one instance of EquipmentUI found!");
         return;
     }
     Instance = this;
 }
Exemple #13
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    void Start()
    {
        equipmentUI = EquipmentUI.instance;
        inventory   = Inventory.instance;
        int numSlots = System.Enum.GetNames(typeof(EquipmentSlots)).Length;

        currentEquipment = new Equipment[numSlots];
        currentMeshes    = new SkinnedMeshRenderer[numSlots];
        EquipDefaultItems();
    }
Exemple #14
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 void  Awake()
 {
     InvUI          = FindObjectOfType(typeof(InventoryUI)) as InventoryUI;
     VendorPanel    = FindObjectOfType(typeof(VendorUI)) as VendorUI;
     SkillBarPanel  = FindObjectOfType(typeof(SkillBarUI)) as SkillBarUI;
     EquipmentPanel = FindObjectOfType(typeof(EquipmentUI)) as EquipmentUI;
     InvContainer   = FindObjectOfType(typeof(ContainerUI)) as ContainerUI;
     InvCraft       = FindObjectOfType(typeof(CraftUI)) as CraftUI;
     InvItemGroup   = FindObjectOfType(typeof(ItemGroupUI)) as ItemGroupUI;
     HoverScript    = FindObjectOfType(typeof(HoverItem)) as HoverItem;
 }
Exemple #15
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    //public Dictionary<TMP_Dropdown, string> selected_equipment = new Dictionary<TMP_Dropdown, string>();

    void Awake()
    {
        if (I == null)
        {
            I = this;
        }
        else
        {
            Destroy(gameObject);
        }
    }
Exemple #16
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    void Awake()
    {
        _instance = this;
        tween     = this.GetComponent <TweenPosition>();

        heargear  = transform.Find("headgear").gameObject;
        armor     = transform.Find("armor").gameObject;
        righthand = transform.Find("right-hand").gameObject;
        lefthand  = transform.Find("left-hand").gameObject;
        shoe      = transform.Find("shoe").gameObject;
        accessoty = transform.Find("accessory").gameObject;
    }
Exemple #17
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 void Awake()
 {
     _instance    = this;
     tween        = GetComponent <TweenPosition>();
     head         = transform.Find("Head").gameObject;
     armor        = transform.Find("Armor").gameObject;
     rightHand    = transform.Find("RightHand").gameObject;
     leftHand     = transform.Find("LeftHand").gameObject;
     shoe         = transform.Find("Shoe").gameObject;
     accessory    = transform.Find("Accessory").gameObject;
     playerStatus = GameObject.FindGameObjectWithTag(Tags.player).GetComponent <PlayerStatus>();
 }
        public PlayerEquipment()
        {
            m_EquipmentUI = PlayerManager.Instance.EquipmentUI;
            m_PlayerStats = PlayerManager.Instance.PlayerStats;

            m_EquipmentSlots = new Dictionary <EquipmentSlotId, Equipment>
            {
                { EquipmentSlotId.Head, null },
                { EquipmentSlotId.Torso, null },
                { EquipmentSlotId.Legs, null },
                { EquipmentSlotId.Weapon, null },
            };
        }
 void Awake()
 {
     if (instance != null)
     {
         Debug.Log("EquipManager on " + gameObject.name);
         Debug.LogWarning("More than 1 EquipManger");
         return;
     }
     //EquipManger.instance.onEquipmentChanged += UpdateUI;
     PlayerManager.instance.onPlayerLoad += UpdateUI;
     instance = this;
     //EquipManger.instance.onEquipmentChanged += UpdateUI;
 }
Exemple #20
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    private void Awake()
    {
        instance = this;
        gameObject.SetActive(false);
        pi = GameObject.FindGameObjectWithTag(Tags.Player.ToString()).GetComponent <PlayerInfo>();

        headgear  = transform.Find("Headgear").gameObject;
        armor     = transform.Find("Armor").gameObject;
        leftHand  = transform.Find("LeftHand").gameObject;
        rightHand = transform.Find("RightHand").gameObject;
        shoe      = transform.Find("Shoe").gameObject;
        accessory = transform.Find("Accessory").gameObject;
    }
Exemple #21
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    private void Awake()
    {
        _instance   = this;
        equipmentUI = GetComponent <UIPositionMove>();

        //获取装备格子
        headgear  = transform.Find("Headgear").gameObject;
        armor     = transform.Find("Armor").gameObject;
        leftHand  = transform.Find("LeftHand").gameObject;
        rightHand = transform.Find("RightHand").gameObject;
        shoe      = transform.Find("Shoe").gameObject;
        accessory = transform.Find("Accessory").gameObject;
    }
    Inventory inventory;    // Reference to our inventory

    void Start()
    {
        equipmentUI = EquipmentUI.instance;
        inventory   = Inventory.instance;   // Get a reference to our inventory

        // Initialize currentEquipment based on number of equipment slots
        int numSlots = System.Enum.GetNames(typeof(EquipmentSlot)).Length;

        currentEquipment = new Equipment[numSlots];
        currentMeshes    = new SkinnedMeshRenderer[numSlots];

        EquipDefaults();
    }
Exemple #23
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 void Awake()
 {
     if (instance == null)
     {
         instance = this;
         DontDestroyOnLoad(gameObject);
         gameObject.SetActive(false);
     }
     else if (instance != this)
     {
         Destroy(gameObject);
     }
 }
    public static void SaveEquipement(EquipmentUI _equipment)
    {
        if (!Directory.Exists(SAVE_PATH))
        {
            Directory.CreateDirectory(SAVE_PATH);
        }
        BinaryFormatter bf   = new BinaryFormatter();
        FileStream      file = new FileStream(SAVE_PATH + EQUIPMENT_FILE, FileMode.Create);

        EquipmentSaveData equipData = new EquipmentSaveData(_equipment);

        bf.Serialize(file, equipData);
        file.Close();
    }
    public static void LoadEquipment(EquipmentUI _equipment, ItemsDataBase _itemsDataBase)
    {
        if (File.Exists(SAVE_PATH + EQUIPMENT_FILE))
        {
            BinaryFormatter bf   = new BinaryFormatter();
            FileStream      file = new FileStream(SAVE_PATH + EQUIPMENT_FILE, FileMode.Open);

            EquipmentSaveData equipData = bf.Deserialize(file) as EquipmentSaveData;

            equipData.LoadToEquipment(_equipment, _itemsDataBase);

            file.Close();
        }
    }
Exemple #26
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    private void Start()
    {
        gameManager = GameManager.Singleton;
        hudManager  = HudManager.Singleton;

        inventoryUI    = hudManager.inventoryUI;
        equipmentUI    = hudManager.equipmentUI;
        merchantHUD    = hudManager.merchantHUD;
        storageChestUI = hudManager.storageChestUI;

        player         = gameManager.Player;
        playerInteract = player.GetComponent <PlayerInteract>();
        inventory      = player.GetComponentInChildren <Inventory>();

        state = InputState.PlayerControl;
    }
Exemple #27
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 void Start()
 {
     if (SceneManager.GetActiveScene().name == "SandBox")
     {
         SandBoxUI.InitUI(this);
         EquipmentUI.InitUI(this);
         PitchingUI.InitUI(this);
     }
     else if (SceneManager.GetActiveScene().name == "Equipment")
     {
         EquipmentUI.InitUI(this);
         SandBoxUI.InitUI(this);
         PitchingUI.InitUI(this);
     }
     else
     {
         PitchingUI.InitUI(this);
         EquipmentUI.InitUI(this);
         SandBoxUI.InitUI(this);
     }
 }
    private void Awake()
    {
        player = GameObject.FindGameObjectWithTag("Player").GetComponent <PlayerCharacter>();

        parentObj       = GameObject.FindGameObjectWithTag("CharacterCanvas");
        expandParent    = GameObject.FindGameObjectWithTag("CharacterCanvasExpanded");
        apChangesParent = GameObject.FindGameObjectWithTag("APChanges");

        characterName = GameObject.FindGameObjectWithTag("CharacterInfoName").GetComponent <TextMeshProUGUI>();

        remainingAP = GameObject.FindGameObjectWithTag("RemainingAP").GetComponent <TextMeshProUGUI>();

        dmgRange = GameObject.FindGameObjectWithTag("DamageRange").GetComponent <TextMeshProUGUI>();

        strAmountText = GameObject.FindGameObjectWithTag("StrAmount").GetComponent <TextMeshProUGUI>();
        dexAmountText = GameObject.FindGameObjectWithTag("DexAmount").GetComponent <TextMeshProUGUI>();
        intAmountText = GameObject.FindGameObjectWithTag("IntAmount").GetComponent <TextMeshProUGUI>();
        lukAmountText = GameObject.FindGameObjectWithTag("LukAmount").GetComponent <TextMeshProUGUI>();

        weaponEquip = GameObject.FindGameObjectWithTag("EquipWeapon").GetComponent <EquipmentUI>();
        topEquip    = GameObject.FindGameObjectWithTag("EquipBody").GetComponent <EquipmentUI>();
        headEquip   = GameObject.FindGameObjectWithTag("EquipHead").GetComponent <EquipmentUI>();
        bottomEquip = GameObject.FindGameObjectWithTag("EquipBottom").GetComponent <EquipmentUI>();
    }
    void Awake()
    {
        mInstance = this;
        tween=this.GetComponent<UITweenPos>();

        headgear = transform.Find("HeadGear").gameObject;
        armor = transform.Find("Armor").gameObject;
        rightHand = transform.Find("RightHand").gameObject;
        leftHand = transform.Find("LeftHand").gameObject;
        shoe = transform.Find("Shoe").gameObject;
        accessory = transform.Find("Accessory").gameObject;

        ps = GameObject.FindGameObjectWithTag(Tags.player).GetComponent<PlayerStatus>();
    }
 void OnDestroy()
 {
     mInstance = null;
 }
	public override void Start ()
	{
		base.Start ();
		this.GetComponent<Image> ().sprite = unequippedBackground;
		eUI = GetComponentInParent<EquipmentUI> ();
	}
Exemple #32
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 void Awake()
 {
     instance = this;
 }
 void Awake()
 {
     equipmentUI = (EquipmentUI)FindObjectOfType(typeof(EquipmentUI));
 }
 void Awake()
 {
     instance = this;
     manager  = EquipmentManager.instance;
 }