public void DonateItem(V_InventoryItem item) { if (item == null) { return; } UIController.SelectFromListModal("Do you want to donate " + item.name, () => {}, () => { UIController.CloseSelectModal(); }, (playerName) => { /*find a player with playerName*/ }); }
private void ShowUpgrades(V_InventoryItem item) { if (item.itemClass != ItemClass.WEAPON) { return; } // weaponUpgradePanel.SetActive(true); // foreach (V_UpgardeObject upgrade in item.itemPrfb.GetComponent<V_Weapon>().upgrades) // { // GameObject tmpObj = UIController.emptyObjectWithImage; // // tmpObj.AddComponent<Image>(); // tmpObj.GetComponent<Image>().sprite = upgrade.icon; // tmpObj.transform.SetParent(weaponUpgradePanel.transform ,false); // } // throw new NotImplementedException(); }
protected void CompareItems(V_InventoryItem item1, V_InventoryItem item2 = null) { // if so, there has been an error if (item1 == null) { print("V_Inventory_UI: CompareItems(): Cannot compare Items"); return; } if (item2 != null) { // prevent comparing 2 items from the different types if (item1.itemType != item2.itemType) { return; } } switch (item1.itemType) { case ItemTypes.W_PISTOL: CompareWeapon(item1, item2); break; case ItemTypes.W_ASSAULT: CompareWeapon(item1, item2); break; case ItemTypes.G_UPPERBODY: CompareGear(item1, item2); break; case ItemTypes.G_LOWERBODY: CompareGear(item1, item2); break; case ItemTypes.G_HEAD: CompareGear(item1, item2); break; default: UIController.ThrowError("V_Inventory_UI: CompareItems(): error while loading items' types!", () => { UIController.CloseError(); }); break; } }
void CompareWeapon(V_InventoryItem item1, V_InventoryItem item2) { tmpWeapon1 = item1.itemPrfb.GetComponent <V_Weapon>(); if (tmpWeapon1 == null) { UIController.ThrowError("V_Inventory_UI: CompareWeapon(): Cannot Find a inventoryItem reference", UIController.CloseError); return; } UIController.Enable_DisableUI(weaponComp, gearComp, characterComp); // if we have just the first Item, we wanna show its detail, but not compare it to anaother item if (item2 == null) { // sliders related to the first selected Item StartCoroutine(UIController.FillSlider(weaponComparer.accuracy_firstItem, tmpWeapon1.accuracy / 100f)); StartCoroutine(UIController.FillSlider(weaponComparer.clipSize_firstItem, tmpWeapon1.clipSize / 100f)); StartCoroutine(UIController.FillSlider(weaponComparer.damage_firstItem, tmpWeapon1.damage / 100f)); StartCoroutine(UIController.FillSlider(weaponComparer.fireRate_firstItem, tmpWeapon1.fireRate / 100f)); StartCoroutine(UIController.FillSlider(weaponComparer.weight_firstItem, tmpWeapon1.weight / 100f)); // second Item sliders weaponComparer.accuracy_secondItem.gameObject.SetActive(false); weaponComparer.clipSize_secondItem.gameObject.SetActive(false); weaponComparer.damage_secondItem.gameObject.SetActive(false); weaponComparer.fireRate_secondItem.gameObject.SetActive(false); weaponComparer.weight_secondItem.gameObject.SetActive(false); } else if (item2 != null) { weaponComparer.accuracy_secondItem.gameObject.SetActive(true); weaponComparer.clipSize_secondItem.gameObject.SetActive(true); weaponComparer.damage_secondItem.gameObject.SetActive(true); weaponComparer.fireRate_secondItem.gameObject.SetActive(true); weaponComparer.weight_secondItem.gameObject.SetActive(true); tmpWeapon2 = item2.itemPrfb.GetComponent <V_Weapon>(); StartCoroutine(UIController.FillSlider(weaponComparer.accuracy_secondItem, tmpWeapon2.accuracy / 100f)); StartCoroutine(UIController.FillSlider(weaponComparer.clipSize_secondItem, tmpWeapon2.clipSize / 100f)); StartCoroutine(UIController.FillSlider(weaponComparer.damage_secondItem, tmpWeapon2.damage / 100f)); StartCoroutine(UIController.FillSlider(weaponComparer.fireRate_secondItem, tmpWeapon2.fireRate / 100f)); StartCoroutine(UIController.FillSlider(weaponComparer.weight_secondItem, tmpWeapon2.weight / 100f)); } }
protected void CompareGear(V_InventoryItem item1, V_InventoryItem item2) { tmpGear1 = item1.itemPrfb.GetComponent <V_Gear>(); if (tmpGear1 == null) { UIController.ThrowError("V_Inventory_UI: CompareGear: gears are not set properly", UIController.CloseError); return; } UIController.Enable_DisableUI(gearComp, weaponComp, characterComp); if (item2 == null) { StartCoroutine(UIController.FillSlider(gearComparer.shield_firstItem, tmpGear1.shield / 100f)); gearComparer.shield_secondItem.gameObject.SetActive(false); } else if (item2 != null) { gearComparer.shield_secondItem.gameObject.SetActive(true); tmpGear2 = item2.GetComponent <V_Gear>(); StartCoroutine(UIController.FillSlider(gearComparer.shield_secondItem, tmpGear2.shield)); } }
protected void CompareCharacter(V_InventoryItem item1, V_InventoryItem item2) { }
public void EquipAssault_secondary(V_InventoryItem assault_sec) { }
public void EquipAssault(V_InventoryItem assault) { }
public void EquipPistol(V_InventoryItem pistol) { }
public void AddToInGameInventory(V_InventoryItem item) { }