Exemple #1
0
 void DoTriggerReleasedLeft(object sender, ControllerInteractionEventArgs e)
 {
     if (mIsBagOnLeft)
     {
         SwitchModes();
     }
     else
     {
         if (mItemOverBagCollider != null)
         {
             GameObject item = mItemOverBagCollider.gameObject;
             GameManager.Instance.Player.BackPack.AddItemToInventory(item.GetComponent <ItemFactoryData>().ItemEnum);
             //Destroy(mItemOverBagCollider.gameObject);
             HVRItemFactory.DestroyObject(mItemOverBagCollider.gameObject);
         }
     }
 }
Exemple #2
0
    public void FocusOnSlot(int slot, bool isRefresh = false)
    {
        // Reset the material for the now unfocused slot
        if ((mPreviousMaterials != null) && (slot != mFocusedSlot) && (mFocusedPage == mCurrentPageNumbers[mCurrentPouchIndex]))
        {
            mInventorySlotItems[mFocusedSlot].GetComponent <MeshRenderer>().materials = mPreviousMaterials;
        }
        mPreviousMaterials = mInventorySlotItems[slot].GetComponent <MeshRenderer>().materials;

        Material[] newMaterials = new Material[mInventorySlotItems[slot].GetComponent <MeshRenderer>().materials.Length];
        newMaterials[0] = mRimLight;
        mInventorySlotItems[slot].GetComponent <MeshRenderer>().materials = newMaterials;
        if (isRefresh == true)
        {
            //Destroy(mTopObject);
            HVRItemFactory.DestroyObject(mTopObject);
        }
        SpawnTopObject(mInventorySlotItems[slot].GetComponent <ItemFactoryData>().ItemEnum);
        mFocusedSlot = slot;
        mFocusedPage = mCurrentPageNumbers[mCurrentPouchIndex];
    }