Exemple #1
0
    // Once an item is clicked in the menu, decide whether it is a tool, weapon, clothing, or armor to Equip,
    // or if its consumable to Use..
    public void SetSelectedPickupInInv(PickupItemUI pickup)
    {
        curSelctedPickupInInv = pickup;
        ePickupType pickupType = pickup.itemInstanceRef.item.pickupType;

        if (pickupType == ePickupType.ToolsAndWeapons || pickupType == ePickupType.ClothingAndArmor)
        {
            equipText.SetActive(true);
            canEquipSelectedItem = true;
            useText.SetActive(false);
            canUseSelectedItem = false;
        }
        else if (pickupType == ePickupType.Consumables)
        {
            equipText.SetActive(true);
            canEquipSelectedItem = true;
            useText.SetActive(true);
            canUseSelectedItem = true;
        }
        else
        {
            equipText.SetActive(false);
            canEquipSelectedItem = false;
            useText.SetActive(false);
            canUseSelectedItem = false;
        }
    }
Exemple #2
0
    /// <summary>
    ///
    /// </summary>
    /// <param name="pType"></param>
    /// <param name="pPos"></param>
    public void SpawnTreasureBox(ePickupType pType, Vector3 pPos)
    {
        GameObject newGO = GameObject.Instantiate(this.PrefabTreasureBox, pPos, Quaternion.identity);

        newGO.GetComponent <TreasureBox>().Type = pType;
        newGO.transform.position = pPos;
    }
        public void Initialize(ePickupType type, Vector2 location)
        {
            IsDisposed = false;
            PickupType = type;
            Location   = location;
            MaxChange  = Maths.RandomNr(50, 250);

            switch (PickupType)
            {
            case ePickupType.HP:
                Texture = Textures[0];
                break;

            case ePickupType.Boom1:
                Texture = Textures[1];
                break;

            case ePickupType.Aim:
                Texture = Textures[2];
                break;

            case ePickupType.Missile:
                Texture = Textures[3];
                break;

            case ePickupType.Speed:
                Texture = Textures[4];
                break;

            case ePickupType.Shield:
                Texture = Textures[5];
                break;

            case ePickupType.DualMissile:
                Texture = Textures[6];
                break;

            case ePickupType.ShieldRegen:
                Texture = Textures[7];
                break;

            default:
                throw new CaseStatementMissingException();
            }
        }
 public void AddPickup(ePickupType type, Vector2 location)
 {
     PickupPool[0].Initialize(type, location);
     Pickups.Add(PickupPool[0]);
     PickupPool.RemoveAt(0);
 }