/// <summary> /// Sets this inventory slot item to be selected /// </summary> public void SetSelectedItem() { // Clear currently highlighted items inventoryBar.ClearHighlightOnInventorySlots(); // Highlight item oninventory bar isSelected = true; // Set highlighted inventory slots inventoryBar.SetHighlightedInventorySlots(); // Set use radius for cursors gridCursor.ItemUseGridRadius = itemDetails.itemUseGridRadius; cursor.ItemUseRadius = itemDetails.itemUseRadius; // if item require a grid cursor then enable it if (itemDetails.itemUseGridRadius > 0) { gridCursor.EnableCursor(); } else { gridCursor.DisableCursor(); } // use cursor use radius to enable/ disable if (itemDetails.itemUseRadius > 0) { cursor.EnableCursor(); } else { cursor.DisableCursor(); } // Set item type gridCursor.SelectedItemType = itemDetails.itemType; cursor.SelectedItemType = itemDetails.itemType; // Set item selected in inventory InventoryManager.Instance.SetSelectedInventoryItem(InventoryLocation.player, itemDetails.itemCode); if (itemDetails.canBeCarried == true) { // show player carryin item Player.Instance.ShowCarriedItem(itemDetails.itemCode); } else { // show player carrying nothing Player.Instance.ClearCarriedItem(); } }
private void SetSelectedItem() { // Clear currently highlighted items inventoryBar.ClearHighlightOnInventorySlots(); // Highlight item on inventory bar isSelected = true; // Set highlighted inventory slots inventoryBar.SetHighlightedInventorySlots(); // Store the item's use radius for the cursors gridCursor.ItemUseGridRadius = itemDetails.itemUseGridRadius; cursor.ItemUseRadius = itemDetails.itemUseRadius; // If the item's itemUseGridRadius is greater than 0 we want to enable the grid cursor, else disable it if (itemDetails.itemUseGridRadius > 0) { gridCursor.EnableCursor(); } else { gridCursor.DisableCursor(); } // If the item's itemUseRadius is greater than 0 we want to enable the grid cursor, else disable it if (itemDetails.itemUseRadius > 0f) { cursor.EnableCursor(); } else { cursor.DisableCursor(); } // Set the cursors' SelectedItemType to the item's itemType gridCursor.SelectedItemType = itemDetails.itemType; cursor.SelectedItemType = itemDetails.itemType; // Set item selected in inventory InventoryManager.Instance.SetSelectedInventoryItem(InventoryLocation.player, itemDetails.itemCode); if (itemDetails.canBeCarried == true) { Player.Instance.ShowCarriedItem(itemDetails.itemCode); } else { Player.Instance.ClearCarriedItem(); } }
/// <summary> /// Sets this inventorySlot item to be selected /// </summary> private void SetSelectedItem() { // clear the currently highlighted items inventoryBar.ClearHighlightOnInventorySlots(); // Highlight the item on the inventory bar isSelected = true; // Set highlighted inventory slots inventoryBar.SetHighlightedInventorySlots(); // Set the use gridradius and radius for the cursors in GridCursor and Cursor gridCursor.ItemUseGridRadius = itemDetails.itemUseGridRadius; cursor.ItemUseRadius = itemDetails.itemUseRadius; // If the item requires a grid cursor (useRadius > 0), then enable it. Else, diable it if (itemDetails.itemUseGridRadius > 0) { gridCursor.EnableCursor(); } else { gridCursor.DisableCursor(); } // If the item requires a cursor (useRadius > 0), then enable it. Else, diable it if (itemDetails.itemUseRadius > 0) { cursor.EnableCursor(); } else { cursor.DisableCursor(); } // Set the item type for both cursors gridCursor.SelectedItemType = itemDetails.itemType; cursor.SelectedItemType = itemDetails.itemType; // Set item selected in inventory list InventoryManager.Instance.SetSelectedInventoryItem(InventoryLocation.player, itemDetails.itemCode); if (itemDetails.canBeCarried == true) { // Show the player carrying the item Player.Instance.ShowCarriedItem(itemDetails.itemCode); } else // Show the player carrying nothing { Player.Instance.ClearCarriedItem(); } }