Esempio n. 1
0
    public void EquipmentEquip()
    {
        // Test chest plate is equipped to chest slot.
        Assert.IsTrue(equips.Equip(chestPlate));
        EquippableItem chestAgain = equips.GetEquippedItem(EquipmentManager.EquipSlot.CHEST);

        Assert.IsNotNull(chestAgain);
        Assert.IsInstanceOf <ArmorItem>(chestAgain);
        Assert.AreEqual(10, ((ArmorItem)chestAgain).Armor);

        // Test that the ring is equipped to the ring slot.
        Assert.IsTrue(equips.Equip(ring));
        EquippableItem ringAgain = equips.GetEquippedItem(EquipmentManager.EquipSlot.RING);

        Assert.IsNotNull(ringAgain);

        // Test that an item cannot be equipped to a slot with an item already.
        Assert.IsFalse(equips.Equip(chestPlate));
    }
Esempio n. 2
0
    private void AddWeaponIfExists(EquipmentSlotType slotType)
    {
        ScriptableItem item = equipmentManager.GetEquippedItem(slotType);

        if (item is ScriptableWeapon)
        {
            weapons.Add(new Weapon(
                            this.gameObject,
                            (ScriptableWeapon)item,
                            equipmentManager.GetEquippedItemGameObject(slotType)
                            ));
        }
    }
Esempio n. 3
0
    private void Draw()
    {
        GameObject panel = inventoryUI.transform.GetChild(0).gameObject;

        // Clean panel first
        foreach (Transform child in panel.transform)
        {
            Destroy(child.gameObject);
        }

        // Store reference for performance
        List <ScriptableItem> inventoryItems = inventory.ListAll();

        List <ScriptableItem> visited        = new List <ScriptableItem>();
        List <GameObject>     visitedButtons = new List <GameObject>();

        foreach (ScriptableItem item in inventoryItems)
        {
            GameObject itemButton = null;

            int visitedIndex = item.stackable ? visited.FindIndex(entry => entry.name == item.name) : -1;

            // Check if visited contains this item
            if (visitedIndex != -1)
            {
                GameObject stackCounter = FindNestedGameObjectByTag(visitedButtons[visitedIndex], Constants.UI_INVENTORY_STACK);
                itemButton = visitedButtons[visitedIndex];

                // Count all existing items so far
                int count = inventoryItems.FindAll(inventoryItem => inventoryItem.name == visited[visitedIndex].name).Count;

                stackCounter.GetComponent <Text>().text = "x" + count;
            }
            else
            {
                // Register item in visited list for stackable cases
                visited.Add(item);

                // Instantiate Item Button
                itemButton = Instantiate(itemButtonPrefab);
                visitedButtons.Add(itemButton);
            }

            // Icon imagery logic
            GameObject sprite = FindNestedGameObjectByTag(itemButton, Constants.UI_INVENTORY_IMAGE);
            if (sprite != null)
            {
                sprite.GetComponent <Image>().sprite = item.icon;
            }

            // Parent item button to panel
            itemButton.transform.SetParent(panel.transform);

            // @ Equippable Item Logic
            if (item.graphic != null)
            {
                // @ If item is already equipped, show Equipped banner
                ScriptableItem equippedItem = equipmentManager.GetEquippedItem(item.slot);

                GameObject equippedBanner = FindNestedGameObjectByTag(itemButton, Constants.UI_INVENTORY_EQUIPPED);
                equippedBanner.SetActive(false);

                if (equippedItem == item)
                {
                    // Search for the Equipped Banner and activate it
                    equippedBanner?.SetActive(true);
                }

                itemButton.GetComponent <Button>().onClick.AddListener(() => {
                    // @Is Item equipped already?
                    if (equippedItem == item)
                    {
                        equipmentManager.Unequip(item.slot);
                        equippedBanner?.SetActive(false);
                    }
                    else
                    {
                        equipmentManager.Equip(item.slot, item);
                        equippedBanner?.SetActive(true);
                    }

                    // Redraw
                    Draw();
                });
            }
        }
    }