public void UseStart(GameObject user) { if (user == null || string.IsNullOrEmpty(triggerObjectName)) { return; } Inventory userInventory = (Inventory)user.GetComponent <PlayerInventory>().playerInventory; if (userInventory != null) { ObjectPickup inventoryItem = userInventory.Remove(triggerObjectName); if (inventoryItem == null) { Debug.Log("Did not find " + triggerObjectName + " in your inventory"); return; } if (!user.GetComponent <GhostController>().isGhost) { InventoryUIController uiInventory = (InventoryUIController)Transform.FindObjectOfType <InventoryUIController>(); if (uiInventory != null) { Debug.Log("Found InventoryUIController"); uiInventory.RemoveFromInventoryPanel(inventoryItem); } } // inventoryItem.gameObject.SetActive(true); // inventoryItem.transform.position = new Vector3(transform.position.x, transform.position.y, transform.position.z - 1f); Debug.Log("--- objectInventory ---"); objectInventory.Add(inventoryItem); objectInventory.LogInventory(); } }
private void Awake() { if (Instance == null) { Instance = this; } }
protected void OpenInventory(int cnt, List <StuffItem> itemList) { MapUIContainer.ReserveSystemMenuMode(SystemMenuUI.MenuMode.InventoryEnter); SystemMenuUI systemUI = MapUIContainer.SystemMenuUI; InventoryUIController inventoryUI = systemUI.InventoryEnterUI; inventoryUI.isConfirm = true; inventoryUI.CountViewerVisible(true); inventoryUI.itemList = (Func <List <StuffItem> >)(() => itemList); inventoryUI.SetItemFilter(InventoryBase.ToFilter(this.GetArgToSplitLastTable(cnt))); inventoryUI.OnSubmit = (Action <StuffItem>)(item => { this.Item = item; InventoryUIController inventoryUiController = inventoryUI; if (inventoryUiController == null) { return; } inventoryUiController.OnClose(); }); inventoryUI.OnClose = (Action)(() => { inventoryUI.OnSubmit = (Action <StuffItem>)null; inventoryUI.IsActiveControl = false; systemUI.IsActiveControl = false; Singleton <Input> .Instance.FocusLevel = 0; Singleton <Input> .Instance.ReserveState(Input.ValidType.UI); this.isClose = true; inventoryUI.OnClose = (Action)null; }); MapUIContainer.SetActiveSystemMenuUI(true); }
// Add this controller to any game object that the player can pick up and hold in their inventory. The object // must have UsableObjectTpl template with the object as the target of UsableObjectCS. To enable the player to pick up the item, add the // PlayerInventory controller (Assets/CommonScripts/Inventory/PlayerInventory.cs) to the player's controllers. public void Pickup(GameObject user) { Inventory inventory = (Inventory)user.GetComponent <PlayerInventory>().playerInventory; if (inventory == null) { return; } inventory.Add(this); inventory.LogInventory(); this.gameObject.SetActive(false); if (!user.GetComponent <GhostController>().isGhost) { InventoryUIController uiInventory = (InventoryUIController)Transform.FindObjectOfType <InventoryUIController>(); if (uiInventory == null) { Debug.Log("Couldn't find InventoryUIController"); return; } uiInventory.AddToInventoryPanel(this); } }
void Start() { //uIInventory = FindObjectOfType<UIInventory>(); levelController = FindObjectOfType <LevelController>(); isActive = false; inventoryController = FindObjectOfType <InventoryUIController>(); }
private void Awake() { PV = transform.root.GetComponent <PhotonView>(); if (Instance == null) { Instance = this; } }
private void Start() { uIInventory = GetComponentInParent <UIInventory>(); //quantityText = transform.parent.GetComponentInChildren<Text>(); //spriteImage = GetComponent<Image>(); itemQuantityFull = false; inventory = FindObjectOfType <Inventory>(); inventoryController = FindObjectOfType <InventoryUIController>(); UpdateItem(null, 0); }
public IEnumerator InventoryUIControllerOnInventoryOpenTest() { game = MonoBehaviour.Instantiate(Resources.Load <GameObject>("Game")); inventory = GameObject.FindObjectOfType <InventoryUIController>(); yield return(new WaitForSecondsRealtime(1f)); inventory.OnInventoryOpen(); yield return(new WaitForSecondsRealtime(1f)); Assert.IsTrue(inventory.isActiveAndEnabled); }
// Use this for initialization void Start() { inventory = new Dictionary <InteractableController.ActivateType, bool>(); for (int i = InteractableController.ITEM_START - 1; i < InteractableController.ACTIVATE_LENGTH; i++) { inventory.Add((InteractableController.ActivateType)i, false); } ui = inventoryUIController.GetComponent <InventoryUIController>(); timer = 0.00f; }
public void Awake() { if (Instance == null) { Instance = this; } else if (Instance != this) { Destroy(gameObject); } }
public IEnumerator InventoryUIControllerOnPotionSelectTest() { game = MonoBehaviour.Instantiate(Resources.Load <GameObject>("Game")); inventory = GameObject.FindObjectOfType <InventoryUIController>(); yield return(new WaitForSecondsRealtime(1f)); inventory.OnInventoryOpen(); yield return(new WaitForSecondsRealtime(1f)); inventory.OnPotionSelect(GameObject.Find("Canvas").transform.Find("Inventory").transform.Find("Potions").Find("SmallHPCell").gameObject); yield return(new WaitForSecondsRealtime(1f)); Assert.IsTrue(inventory.UseButton.isActiveAndEnabled); Assert.IsFalse(inventory.DropButton.interactable); Assert.IsFalse(inventory.EquipButton.interactable); Assert.IsFalse(inventory.TakeOffButton.interactable); }
public IEnumerator InventoryUIControllerOnEquipedSelectTest() { game = MonoBehaviour.Instantiate(Resources.Load <GameObject>("Game")); inventory = GameObject.FindObjectOfType <InventoryUIController>(); yield return(new WaitForSecondsRealtime(1f)); var db = Camera.main.GetComponent <DataBase>(); inventory.Inventory.Items[12] = db.Swords[0]; inventory.OnInventoryOpen(); yield return(new WaitForSecondsRealtime(1f)); inventory.OnEquipedSelect(GameObject.Find("Canvas").transform.Find("Inventory").transform.Find("Equiped").Find("WeaponCell").gameObject); yield return(new WaitForSecondsRealtime(1f)); Assert.IsFalse(inventory.UseButton.interactable); Assert.IsTrue(inventory.DropButton.isActiveAndEnabled); Assert.IsFalse(inventory.EquipButton.interactable); Assert.IsTrue(inventory.TakeOffButton.isActiveAndEnabled); }
void Awake() { /****** Finds the InventoryUIController or adds one *******/ if (this.gameObject.GetComponent <InventoryUIController> () != null) { iuic = this.gameObject.GetComponent <InventoryUIController> (); } else { iuic = this.gameObject.AddComponent(typeof(InventoryUIController)) as InventoryUIController; } if (this.gameObject.GetComponent <ScoreSystem> () != null) { ss = this.gameObject.GetComponent <ScoreSystem> (); } else { ss = this.gameObject.AddComponent(typeof(ScoreSystem)) as ScoreSystem; } }
public IEnumerator InventoryUIControllerOnItemRemoveTest() { game = MonoBehaviour.Instantiate(Resources.Load <GameObject>("Game")); inventory = GameObject.FindObjectOfType <InventoryUIController>(); yield return(new WaitForSecondsRealtime(1f)); var db = Camera.main.GetComponent <DataBase>(); inventory.Inventory.Items[12] = db.Swords[0]; inventory.OnInventoryOpen(); yield return(new WaitForSecondsRealtime(1f)); var cell = GameObject.Find("Canvas").transform.Find("Inventory").transform.Find("Equiped").Find("WeaponCell").gameObject; inventory.OnEquipedSelect(cell); yield return(new WaitForSecondsRealtime(0.5f)); inventory.OnItemRemove(); yield return(new WaitForSecondsRealtime(0.5f)); var item = cell.transform.Find("Button").GetComponent <Button>(); Assert.IsFalse(item.isActiveAndEnabled); }
void Awake() { Instance = this; }
// Use this for initialization void Start() { data = GameObject.FindGameObjectWithTag("GameData"); InvControl = data.GetComponent <InventoryUIController>(); }
public void SetuUpVars() { inventoryController = FindObjectOfType <InventoryUIController>(); levelController = FindObjectOfType <LevelController>(); }