//		private bool GetItemIndexByName(int tabIndex, string name) {
//			int index = this.inventory.GetItemIndexByName(tabIndex, name);
//			ItemInstance fetchedItem;
//			return this.inventory.GetItem(tabIndex, index, out fetchedItem);
//		}

        public void InsertItem(int tabIndex, ItemInstance item, int quantity)
        {
            bool itemExistsBeforeInsert;
            int  insertedIndex = this.inventory.InsertItem(tabIndex, item, quantity, out itemExistsBeforeInsert);

            ItemInstance fetchedItem;

            if (insertedIndex > -1)
            {
                Slot desiredSlot = this.inventorySlots[tabIndex].tabInventorySlots[insertedIndex];
                if (!itemExistsBeforeInsert)
                {
                    desiredSlot.SetItemNameText(item.GetItemName());
                }

                bool gotItem = this.inventory.GetItem(tabIndex, insertedIndex, out fetchedItem);
                if (!gotItem)
                {
                    return;                     // if item doesn't exist, then something must be wrong...
                }

                int itemQuantity = desiredSlot.SetItemQuantity(fetchedItem.quantity);
                Debug.LogFormat("fetched: {0}", fetchedItem);
            }
        }
Exemple #2
0
        // Remove an item at an index if one exists at that index.
        public bool RemoveItem(int index)
        {
            if (SlotEmpty(index))
            {
                // Nothing existed at the specified slot.
                return(false);
            }
            Debug.LogFormat("Removing {0}.", GetItemInfo(index));
//			tabInventory[index].quantity = 0;
            ItemInstance item = tabInventory[index];

            item.quantity = 0;
            itemIndexByName.Remove(item.GetItemName());
            tabInventory[index] = null;
            return(true);
        }
Exemple #3
0
        // Insert an item, return the index where it was inserted.  -1 if error.
        public int InsertItem(ItemInstance item, int quantity, out bool itemExistsBeforeInsert)
        {
            int    index      = -1;
            string itemName   = item.GetItemName();
            int    stackLimit = item.item.stackLimit;

            itemExistsBeforeInsert = ItemExists(itemName);
            // If an item is in the inventory and can stack it, increase its quantity
            if (itemExistsBeforeInsert && CanStack(stackLimit))
            {
                index = this.itemIndexByName[itemName];
                ItemInstance desiredItem = tabInventory[index];
                // If hasn't reached stack limit, increase stack quantity.
                if (!ReachedStackLimit(desiredItem.quantity, stackLimit))
                {
                    desiredItem.quantity += quantity;                     // update stack quantity
                    Debug.LogFormat("Increased {0}'s quantity at index {1} in tab {2}.", item.GetItemName(), index,
                                    this.tabName);
                }
                else
                {
                    Debug.LogFormat("Reached stack limit of {0}.", stackLimit);
                }
            }
            else
            {
                // Else insert the item into the next available slot
                for (int i = 0; i < tabInventory.Length; i++)
                {
                    if (!SlotEmpty(i))
                    {
                        continue;
                    }
                    tabInventory[i] = item;
                    index           = i;
                    itemIndexByName.Add(itemName, i);
                    tabInventory[i].quantity += quantity;
                    Debug.LogFormat("Not in inventory - Inserted {0} at index {1} in tab {2}.", item.GetItemName(), index,
                                    this.tabName);
                    break;
                }
            }

            // Couldn't find a free slot.
            return(index);
        }