Esempio n. 1
0
    // OnStateEnter is called when a transition starts and the state machine starts to evaluate this state
    override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
    {
        InventoryObjectBehaviour scriptRef = animator.GetComponent <InventoryObjectBehaviour>();

        scriptRef.DisableItem();
        scriptRef.TriggerMovementAnimation();
    }
Esempio n. 2
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    public void AddNewItem(InventoryObjectBehaviour item)
    {
        for (int i = 0; i < _items.Count; i++)
        {
            if (_items[i].IsEmpty())
            {
                _items[i].AddItem(item);

                // trigger event
                GameEvents.LevelEvents.ItemAddedToInventory.SafeInvoke();

                break;
            }
        }
        CheckClientItems();
    }
Esempio n. 3
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    public void SelectItem(InventoryObjectBehaviour item)
    {
        GameEvents.AudioEvents.TriggerSFX.SafeInvoke("InventoryItemSelect", false, true);

        if (item != null)
        {
            if (_item != null)
            {
                AddNewItem(_item);
            }
            _item = item;
            _centerImage.enabled = true;
            _centerImage.sprite  = _item.objectImage.sprite;
            RemoveNewItem(_item.Name);
            CloseOrOpen();

            // trigger event
            GameEvents.LevelEvents.SelectedItem.SafeInvoke();
        }
    }
 public void RemoveItem()
 {
     Item = null;
     _itemImage.sprite  = null;
     _itemImage.enabled = false;
 }
 public void AddItem(InventoryObjectBehaviour item)
 {
     this.Item          = item;
     _itemImage.enabled = true;
     _itemImage.sprite  = Item.objectImage.sprite;
 }
Esempio n. 6
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 public void UseSelectedItem()
 {
     _item = null;
     ShowBag();
 }
Esempio n. 7
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 private void ClearSelection()
 {
     _item = null;
     _centerImage.enabled = false;
     _centerImage.sprite  = null;
 }