Esempio n. 1
0
    // function called when the items button is pressed
    public void doItems()
    {
        //uses the same panel as abilities
        if (currentStage != turnStages.selecting)
        {
            return;             // do nothing
        }

        //clear old buttons
        if (abilityButtonObjs != null)
        {
            foreach (GameObject button in abilityButtonObjs)
            {
                GameObject.Destroy(button);
            }
        }

        abilityButtonObjs = new List <GameObject> ();
        abilitiesPanel.SetActive(true);
        GameObject referenceButton  = abilitiesPanel.transform.Find("ReferenceButton").gameObject;
        Vector2    newButtonPosMin  = ((RectTransform)referenceButton.transform).offsetMin;
        Vector2    newButtonPosMax  = ((RectTransform)referenceButton.transform).offsetMax;
        float      buttonSeparation = 45;    // distance apart the tops of the buttons should be in pixels

        List <InventoryItems.itemTypes> items = new List <InventoryItems.itemTypes> ();

        foreach (InventoryItems.itemTypes itemType in state.state.inventory.Keys)
        {
            if (state.state.inventory [itemType] > 0 && InventoryItems.itemHasAbility(itemType))
            {
                items.Add(itemType);
            }
        }

        foreach (InventoryItems.itemTypes itemType in items)
        {
            GameObject            newButtonObj = Instantiate(referenceButton, abilitiesPanel.transform);
            UnityEngine.UI.Button newButton    = newButtonObj.GetComponent <UnityEngine.UI.Button> ();
            abilityButtonObjs.Add(newButtonObj);
            ((RectTransform)newButtonObj.transform).offsetMin = newButtonPosMin;
            ((RectTransform)newButtonObj.transform).offsetMax = newButtonPosMax;
            newButtonPosMin.y -= buttonSeparation;
            newButtonPosMax.y -= buttonSeparation;
            newButtonObj.SetActive(true);
            newButtonObj.transform.Find("NameText").gameObject.GetComponent <UnityEngine.UI.Text> ().text = InventoryItems.itemDisplayName(itemType);
            //TODO refactor name "CostText" to "SecondText" or other similar since it describes cost on abilities screen and count on items screen
            newButtonObj.transform.Find("CostText").gameObject.GetComponent <UnityEngine.UI.Text> ().text = state.state.inventory[itemType].ToString();
            InventoryItems.itemTypes tempValue = itemType;
            newButton.onClick.AddListener(delegate { selectItem(tempValue); });
        }
    }