Esempio n. 1
0
 void Update()
 {
     if (inventory == null)
     {
         inventory = FindObjectOfType(typeof(ElementalInventory)) as ElementalInventory;
     }
     if (Input.GetKeyDown(KeyCode.G))
     {
         inventory.addItem(SimpleMethods.randomElement(), Random.Range(1, inventory.maxStack), new Color(Random.value / 2f, Random.value / 2f, Random.value / 2f, 1f));
     }
     if (Input.GetKeyDown(KeyCode.C))
     {
         inventory.clear();
     }
     if (Input.GetKeyDown(KeyCode.S))
     {
         PlayerPrefs.SetString("EInventory", inventory.convertToString());
     }
     if (Input.GetKeyDown(KeyCode.L))
     {
         inventory.loadFromString(PlayerPrefs.GetString("EInventory"));
     }
     if (Input.GetKeyDown(KeyCode.Escape))
     {
         inventory.gameObject.SetActive(false);
     }
     if (Input.GetKeyDown(KeyCode.Tab))
     {
         inventory.gameObject.SetActive(true);
     }
 }
Esempio n. 2
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 public void moveHere()
 {
     if (inventory == null)
     {
         inventory = FindObjectOfType(typeof(ElementalInventory)) as ElementalInventory;
     }
     inventory.moveItemLinkSecond(transform);
 }
Esempio n. 3
0
 // Use this for initialization
 public void addItem()
 {
     if (inventory == null)
     {
         inventory = FindObjectOfType(typeof(ElementalInventory)) as ElementalInventory;
     }
     inventory.addItem(itemField.text, int.Parse(amount.text), new Color(Random.value / 2f, Random.value / 2f, Random.value / 2f, 1f));
     menuPanel.SetActive(false);
 }
Esempio n. 4
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    void Awake()
    {
        if (instance != null)
        {
            Debug.LogWarning("More than one instance of Inventory found!");
            return;
        }

        instance = this;
    }
Esempio n. 5
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    // Use this for initialization
    public void putItem()
    {
        if (inventory == null)
        {
            inventory = FindObjectOfType(typeof(ElementalInventory)) as ElementalInventory;
        }
        int index = inventory.getEquals(currentCell.item.elementName, currentCell.item.elementColor);

        inventory.setItem(itemField.text, int.Parse(amount.text), currentCell.item.elementColor, index);
        menuPanel.SetActive(false);
    }
Esempio n. 6
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    public savingHandler saveSetup()
    {
        inventory = FindObjectOfType(typeof(ElementalInventory)) as ElementalInventory;
        savingHandler save = new savingHandler();

        for (int i = 0; i < inventory.Cells.Length; i++)
        {
            save.items [i] = inventory.Cells [i].item;
        }
        // save.cells = inventory.Cells;
        // Saving items
        // getting item to cell objet.

        return(save);
    }
Esempio n. 7
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    private void Start()
    {
        weaponInventory = WeaponInventory.instance1;

        elementalInventory = ElementalInventory.instance;

        weaponBaseInventory = WeaponBaseInventory.instance;

        primaryWeaponInventory = PrimaryWeaponInventory.instance;

        int numSlots = elementalInventory.space;

        currentEquipment = new Item[numSlots];

        Debug.Log("numslots" + numSlots);
    }
Esempio n. 8
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    void Start()
    {
        inventory              = Inventory.instance;
        weaponInventory        = WeaponInventory.instance1;
        elementalInventory     = ElementalInventory.instance;
        weaponBaseInventory    = WeaponBaseInventory.instance;
        primaryWeaponInventory = PrimaryWeaponInventory.instance;

        inventory.onItemChangedCallback              += UpdateUI;        // Subscribe to the onItemChanged callback
        weaponInventory.onItemChangedCallback        += updateWeaponsUI; // Subscribe to the onItemChanged callback
        elementalInventory.onItemChangedCallback     += updateEquipmentUI;
        primaryWeaponInventory.onItemChangedCallback += updatePrimaryUI;
        weaponBaseInventory.onItemChangedCallback    += updateBaseUI;



        // Populate our slots array
        slots           = itemsParent.GetComponentsInChildren <InventorySlot>();
        weaponSlots     = weaponsParent.GetComponentsInChildren <InventorySlot>();
        equipmentSlots  = equipmentParent.GetComponentsInChildren <InventorySlot>();
        weaponBaseSlots = weaponBaseParent.GetComponentsInChildren <InventorySlot>();
        primarySlots    = primaryWeaponParent.GetComponentsInChildren <InventorySlot>();
    }