Exemple #1
0
        /// <summary>
        ///
        /// </summary>
        public virtual void On_Draw(SavableItem correspondingItem)
        {
            IsEnabled         = true;
            CorrespondingItem = correspondingItem;
            LastDrawTime      = Time.time;
            m_Durability      = correspondingItem.GetPropertyValue("Durability");

            Draw.Send();
        }
Exemple #2
0
        public override void On_Draw(SavableItem correspondingItem)
        {
            base.On_Draw(correspondingItem);
            //m_AmmoProperty = correspondingItem.GetPropertyValue("Ammo Type");
            if (correspondingItem && correspondingItem.HasProperty("Ammo Type"))
            {
                m_AmmoProperty = correspondingItem.GetPropertyValue("Ammo Type");
            }


            if (correspondingItem && correspondingItem.HasProperty("Ammo Capacity"))
            {
                m_AmmoProperty = correspondingItem.GetPropertyValue("Ammo Capacity");
            }



            if (correspondingItem && correspondingItem.HasProperty("Ammo"))
            {
                m_AmmoProperty = correspondingItem.GetPropertyValue("Ammo");
            }
        }
Exemple #3
0
        //reload Ammo
        public bool LoadAmmo(Slot initialSlot, SavableItem itemUnderPointer)
        {
            bool canLoadAmmo = (
                //make sure that the item that you drag and the item in the slot are exixcte
                itemUnderPointer && m_DraggedItem &&
                //make sure that both items have the property ammo type , so you dont get null values
                m_DraggedItem.HasProperty("Ammo Type") && itemUnderPointer.HasProperty("Ammo Type") &&
                //make sure that the weapon and the ammo have the same Ammo type
                m_DraggedItem.GetPropertyValue("Ammo Type").String == itemUnderPointer.GetPropertyValue("Ammo Type").String&&
                //make sure that only the drager item is an Ammo and not the item already in the slot
                m_DraggedItem.HasProperty("Is Ammo") && m_DraggedItem.GetPropertyValue("Is Ammo").Bool&&
                !itemUnderPointer.HasProperty("Is Ammo") && itemUnderPointer.HasProperty("Ammo Capacity") && itemUnderPointer.HasProperty("Ammo "));

            if (canLoadAmmo)
            {
                //define out variables
                //pick up amm stock size
                int ammostack = m_DraggedItem.CurrentInStack;
                //current ammo
                m_AmmoAmount = itemUnderPointer.GetPropertyValue("Ammo");
                var ammo = m_AmmoAmount.Int;
                //capacity
                m_AmmoCapacity = itemUnderPointer.GetPropertyValue("Ammo Capacity");
                //make sure taht the gun is not already full loaded
                if (m_AmmoAmount.Int.Current < m_AmmoCapacity.Int.Current)
                {
                    //check if there ammo in object we pick up
                    if (ammostack > 0)
                    {
                        int needAmmo = m_AmmoCapacity.Int.Current - m_AmmoAmount.Int.Current;
                        //if you need more mmothan what is the enter stack we consule all the ammo
                        if (needAmmo >= ammostack)
                        {
                            //reload the gun
                            ammo.Current += ammostack;//has to be correct type
                            m_AmmoAmount.SetValue(ItemProperty.Type.Int, ammo);
                            GameController.LocalPlayer.Reload.Try(needAmmo);

                            //destroy Ammo
                            Destroy(m_DraggedItemRT.gameObject);
                            m_DraggedItem = null;
                            m_Dragging    = false;
                            initialSlot.Refresh();
                            return(true);
                        }
                        //else we will use all the ammo we can and return what is left
                        else
                        {
                            ammo.Current += needAmmo;//has to correct type
                            m_AmmoAmount.SetValue(ItemProperty.Type.Int, ammo);
                            int remainingAmmo = ammostack - needAmmo;
                            m_DraggedItem.CurrentInStack = remainingAmmo;
                            GameController.LocalPlayer.Reload.Try(needAmmo);

                            //put what it left in our ammo stack where we pick it up
                            PutItemBack(initialSlot);
                            initialSlot.Refresh();

                            //destroy the ammo(because we already put it back)
                            Destroy(m_DraggedItemRT.gameObject);
                            m_DraggedItem = null;
                            m_Dragging    = false;
                            return(true);
                        }
                    }
                    else
                    {
                        return(false);
                    }
                }
                else
                {
                    //Gun is full /put the bullet back
                    PutItemBack(initialSlot);
                    initialSlot.Refresh();

                    //destroy the ammo(because we already put it back)
                    Destroy(m_DraggedItemRT.gameObject);
                    m_DraggedItem = null;
                    m_Dragging    = false;
                    return(true);
                }
            }
            else
            {
                return(false);
            }
        }