// Use this for initialization
    void Awake()
    {
        item_property itemProperty = gameObject.GetComponent <item_property>();

        mID = itemProperty.ID;
        setBulletSpecial();
    }
 void presentItem()
 {
     if (soldout == false)
     {
         //显示道具
         GameObject    itemPic      = transform.FindChild("ui").gameObject.transform.FindChild("itempic").gameObject;
         item_property itemProperty = itemPic.GetComponent <item_property> ();
         if (itemProperty)
         {
             itemProperty.ID       = mID;
             itemProperty.itemName = itemName;
             itemPic.SendMessage("resetGameobject");
         }
     }
     else
     {
         //mId=0 时,隐藏道具
         itemName = "已售完";
         mID      = 0;
         GameObject    itemPic      = transform.FindChild("ui").gameObject.transform.FindChild("itempic").gameObject;
         item_property itemProperty = itemPic.GetComponent <item_property> ();
         if (itemProperty)
         {
             itemProperty.ID       = mID;
             itemProperty.itemName = itemName;
             itemPic.SendMessage("resetGameobject");
         }
     }
 }
    //在玩家背包删除旧的武器图标
    public bool changeWeaponIcon(GameObject obj)
    {
        item_property itemProperty = obj.GetComponent <item_property>();
        int           itemId       = itemProperty.ID;
        //constant.getMapLogic().bagAddIcon(itemId);
        char_property charProperty = gameObject.GetComponent <char_property>();

        charProperty.Weapon = constant.getItemFactory().getItemTemplate(itemId);
        return(true);
    }
    //在玩家背包里留下物品的图标
    public bool putInBag(GameObject obj, bool checkBag)
    {
        if (checkBag)
        {
            return(false);
        }
        item_property itemProperty = obj.GetComponent <item_property>();
        int           itemId       = itemProperty.ID;
        //constant.getMapLogic().bagAddIcon(itemId);
        char_property charProperty = gameObject.GetComponent <char_property>();

        charProperty.addItem(constant.getItemFactory().getItemTemplate(itemId));
        return(true);
    }
Exemple #5
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    public void setItemIcon(tk2dSprite ui, GameObject obj)
    {
        item_property            itemproperty   = obj.GetComponent <item_property>();
        GameObject               collection     = (GameObject)Resources.LoadAssetAtPath("Assets/Sprites/sheet/itemicon/itemIconCollection Data/itemIconCollection.prefab", typeof(Object));
        tk2dSpriteCollectionData collectionData = collection.GetComponent <tk2dSpriteCollectionData> ();
        int iconId = itemproperty.ID;

        if (iconId != 0)
        {
            ui.gameObject.GetComponent <MeshRenderer>().enabled = true;
            ui.SetSprite(collectionData, "item_" + iconId);
        }
        else
        {
            ui.gameObject.GetComponent <MeshRenderer>().enabled = false;
        }
    }
    //玩家是否捡起道具
    public bool grapItem(GameObject item)
    {
        bool          boolGrap     = false;
        bool          inbagAlright = false;
        item_property itemProperty = item.GetComponent <item_property>();

        if (itemProperty)
        {
            List <itemType> itype = itemProperty.iType;

            if (itype.Count == 0)
            {
                //Debug.Log ("item has no property!");
                return(false);
            }

            //find each tpye property
            for (int index = 0; index < itype.Count; index++)
            {
                if (itemProperty.iType[index] == itemType.recover)
                {
                    if (recoverChar(item))
                    {
                        boolGrap = true;
                    }
                }
                if (itemProperty.iType[index] == itemType.enforce)
                {
                    if (enforceChar(item))
                    {
                        putInBag(item, inbagAlright);
                        inbagAlright = true;
                        boolGrap     = true;
                    }
                }
                if (itemProperty.iType[index] == itemType.equipment)
                {
                    if (equipItem(item))
                    {
                        putInBag(item, inbagAlright);
                        inbagAlright = true;
                        boolGrap     = true;
                    }
                }
                if (itemProperty.iType[index] == itemType.treasure)
                {
                    if (addTreasure(item))
                    {
                        boolGrap = true;
                    }
                }
                if (itemProperty.iType [index] == itemType.weapon)
                {
                    if (switchWeapon(item))
                    {
                        dropWeapon();
                        changeWeaponIcon(item);
                        boolGrap = true;
                    }
                }
                if (itemProperty.iType [index] == itemType.bulletEnforce)
                {
                    if (enforceWeapon(item))
                    {
                        putInBag(item, inbagAlright);
                        inbagAlright = true;
                        boolGrap     = true;
                    }
                }
                if (itemProperty.iType [index] == itemType.special)
                {
                    if (addPassitiveSkill(item))
                    {
                        putInBag(item, inbagAlright);
                        inbagAlright = true;
                        boolGrap     = true;
                    }
                }
            }
        }

        //check item function if used
        if (boolGrap)
        {
            return(true);
        }

        //can not grap this item
        return(false);
    }
Exemple #7
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    // Use this for initialization
    void Awake()
    {
        item_property itemProperty = gameObject.GetComponent <item_property>();

        mID = itemProperty.ID;
    }