Esempio n. 1
0
    void SetMethods(ItemButton btn)
    {
        btn.GetComponent <Button>().onClick.AddListener(() =>
        {
            btn.GetComponent <UIHighlight>().MakeStatic();
        });

        btn.GetComponent <UIHighlight>().OnMadeStaticAction += () => { Trade(); };
    }
    protected virtual void Start()
    {
        if (LayoutGroup == null || ItemButtonPrefab == null || ItemList == null)
        {
            return;
        }

        int count = ItemList.Count;

        for (int i = 0; i < count; i++)
        {
            ItemButton button = CreateButton(ItemList[i].Item);
            button.transform.SetParent(LayoutGroup.transform);
            button.transform.localScale = Vector3.one;
            m_Buttons.Add(button.GetComponent <Button>());
        }

        if (RightBuffer != null)
        {
            RightBuffer.SetAsLastSibling();
        }

        for (int k = 1; k < m_Buttons.Count - 1; k++)
        {
            Button button = m_Buttons[k];
            SetupNavigation(button, m_Buttons[k - 1], m_Buttons[k + 1]);
        }
        SetupNavigation(m_Buttons[0], BackButton, m_Buttons[1]);
        SetupNavigation(m_Buttons[m_Buttons.Count - 1], m_Buttons[m_Buttons.Count - 2], null);
    }
Esempio n. 3
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    public void TransferItems()
    {
        Debug.Log("went through");
        if (amount != 0)
        {
            //money transfer
            currInv.money  += amount * selectedItem.cost;
            otherInv.money -= amount * selectedItem.cost;

            //item transfer
            currInv.RemoveItems(selectedItem, amount); //should never return false
            otherInv.AddItems(selectedItem, amount);

            //update item lists
            itemList  = new List <Item>(currInv.itemDict.Keys);
            itemIndex = 0;
            UpdateItemList(itemList, currInv, itemIndex);
        }

        //exit back to item scrolling
        if (itemList.Count == 0)
        {
            //inventory has no more items to display
            Debug.Log("No more items to buy/sell");

            int lastType = menuType;
            menuType = 0;
            ItemButton.GetComponent <Button>().interactable = false;
            switch (lastType)
            {
            case -1:
                BuyButton.SetActive(true);
                SellButton.GetComponent <Button>().enabled = true;
                ES.SetSelectedGameObject(SellButton);
                StartCoroutine("MoveLeft");
                break;

            case 1:
                SellButton.SetActive(true);
                BuyButton.GetComponent <Button>().enabled = true;
                ES.SetSelectedGameObject(BuyButton);
                StartCoroutine("MoveRight");
                break;
            }
        }
        else
        {
            Button button = ItemList.GetComponentInChildren <Button>();
            button.interactable = true;
            ES.SetSelectedGameObject(button.gameObject);
            itemScrolling = true;
        }

        AmountSelection.SetActive(false);
        selectedItem = null;
    }
Esempio n. 4
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    public void SetItem(Item addedItem)
    {
        item            = addedItem;
        isEmpty         = false;
        itemButton.name = item.itemName;

        var img = itemButton.GetComponent <Image>();

        img.type           = Image.Type.Simple;
        img.sprite         = item.GetItemIcon;
        img.preserveAspect = true;
    }
Esempio n. 5
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    //взять кнопку из пула и просетапить ее полученным аргументом itemToSetupWith
    public void TakeOneButtonFromPoolAndSetupWith(Item itemToSetupWith)
    {
        GameObject returningGameObject     = buttonObjectPool.GetObject(this.transform);
        ItemButton buttonUnderConstruction = returningGameObject.GetComponent <ItemButton> ();

        buttonUnderConstruction.Setup(itemToSetupWith);

        // фиксим якоря и оффсеты при возвращении из пула
        RectTransform buttonRectTransform = buttonUnderConstruction.GetComponent <RectTransform>();

        buttonRectTransform.anchorMax = new Vector2(1, 1);
        buttonRectTransform.anchorMin = new Vector2(0, 0);

        buttonRectTransform.offsetMin = new Vector2(buttonRectTransform.offsetMin.x, 0);
        buttonRectTransform.offsetMax = new Vector2(buttonRectTransform.offsetMax.x, 0);
        buttonRectTransform.offsetMin = new Vector2(buttonRectTransform.offsetMin.y, 0);
        buttonRectTransform.offsetMax = new Vector2(buttonRectTransform.offsetMax.y, 0);
    }
Esempio n. 6
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    public void OpenBuy()
    {
        menuType = 1;
        menu.transform.localPosition            = new Vector3(180, 0, 0);
        AmountSelection.transform.localPosition = new Vector3(-95, -55, 0);
        SellButton.SetActive(false);
        BuyButton.GetComponent <Button>().enabled       = false;
        ItemButton.GetComponent <Button>().interactable = true;
        ES.SetSelectedGameObject(ItemButton);

        itemList = new List <Item>(npcInv.itemDict.Keys);
        currInv  = npcInv;
        otherInv = playerInv;
        UpdateItemList(itemList, currInv, 0);
        if (itemList.Count == 0)
        {
            //the button throws exceptions when there are no items selected, this prevents that
            ItemButton.GetComponent <Button>().interactable = false;
        }

        StartCoroutine("MoveLeft");
    }
Esempio n. 7
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    public static void MoveItemInInventory(ItemButton movedtoItemSlot, bool selectAmount = false, int amountToMove = 0)
    {
        GameManager gm = GameManager.instance;

        if (ctrlPressed)
        {
            // show the UI for how many you want to switch over
            GameObject go     = GameObject.Find("DropUI");
            GameObject canvas = go.transform.Find("DropCanvas").gameObject;
            DropPanel.item = replicatedItem;
            canvas.SetActive(true);
            Destroy(replicatedItem.gameObject);
            return;
        }

        if (gm.itemsHeld[movedtoItemSlot.itemAmount] != "")
        {
            if (gm.itemsHeld[movedtoItemSlot.itemAmount] == replicatedItem.itemName)
            {
                int amount = Int32.Parse(itemSlotDraggedFrom.amountText.text);

                if (!selectAmount)
                {
                    gm.numberOfItems[itemSlotDraggedFrom.itemAmount] = 0;
                    gm.itemsHeld[itemSlotDraggedFrom.itemAmount]     = "";
                }
                else
                {
                    amount = amountToMove;
                }

                gm.numberOfItems[movedtoItemSlot.itemAmount] += amount;
            }
            else
            {
                // currently, it won't let you split a stack into a stack of something that isn't of the same type - everything will get flipped.

                string movedFromItemName = gm.itemsHeld[itemSlotDraggedFrom.itemAmount];
                string movedToItemName   = gm.itemsHeld[movedtoItemSlot.itemAmount];
                int    movedFromAmount   = gm.numberOfItems[itemSlotDraggedFrom.itemAmount];
                int    movedToAmount     = gm.numberOfItems[movedtoItemSlot.itemAmount];


                // this is a different item, we want to switch the items around at this point
                gm.itemsHeld[itemSlotDraggedFrom.itemAmount]     = movedToItemName;
                gm.numberOfItems[itemSlotDraggedFrom.itemAmount] = movedToAmount;
                gm.itemsHeld[movedtoItemSlot.itemAmount]         = movedFromItemName;
                gm.numberOfItems[movedtoItemSlot.itemAmount]     = movedFromAmount;
            }
        }
        else
        {
            int amount = Int32.Parse(itemSlotDraggedFrom.GetComponent <ItemButton>().amountText.text);

            if (!selectAmount)
            {
                gm.numberOfItems[itemSlotDraggedFrom.itemAmount] = 0;
                gm.itemsHeld[itemSlotDraggedFrom.itemAmount]     = "";
            }
            else
            {
                gm.numberOfItems[itemSlotDraggedFrom.itemAmount] -= amountToMove;
                amount = amountToMove;
            }

            // just add a new one
            gm.itemsHeld[movedtoItemSlot.itemAmount]     = replicatedItem.itemName;
            gm.numberOfItems[movedtoItemSlot.itemAmount] = amount;
        }

        Inventory.instance.showItems();
    }
Esempio n. 8
0
    // Update is called once per frame
    void Update()
    {
        int lastType = menuType;

        if (Input.GetButtonDown("Cancel"))
        {
            if (!itemScrolling)
            {
                //exit back to buy/sell menus
                AmountSelection.SetActive(false);
                Button button = ItemList.GetComponentInChildren <Button>();
                button.interactable = true;
                ES.SetSelectedGameObject(button.gameObject);
                selectedItem  = null;
                itemScrolling = true;
            }
            else if (menuType != 0)
            {
                menuType = 0;
                ItemButton.GetComponent <Button>().interactable = false;
                switch (lastType)
                {
                case -1:
                    BuyButton.SetActive(true);
                    SellButton.GetComponent <Button>().enabled = true;
                    ES.SetSelectedGameObject(SellButton);
                    StartCoroutine("MoveLeft");
                    break;

                case 1:
                    SellButton.SetActive(true);
                    BuyButton.GetComponent <Button>().enabled = true;
                    ES.SetSelectedGameObject(BuyButton);
                    StartCoroutine("MoveRight");
                    break;
                }
            }
            else
            {
                //exit out of the shop altogether
                ReturnToLast();
            }
        }

        if (Input.GetButtonDown("Vertical"))
        {
            if (menuType != 0 && itemScrolling && itemList.Count != 0)
            {
                if (Input.GetAxisRaw("Vertical") > 0)
                {
                    //scroll items up
                    itemIndex--;
                }
                else
                {
                    //scroll items down
                    itemIndex++;
                }
                //loop around
                itemIndex += itemList.Count;
                itemIndex %= itemList.Count;
                UpdateItemList(itemList, currInv, itemIndex);
            }
            else if (menuType != 0 && !itemScrolling)
            {
                //amount select
                if (Input.GetAxisRaw("Vertical") > 0)
                {
                    //increase amount
                    changeItemAmount(1);
                }
                else
                {
                    //decrease amount
                    changeItemAmount(-1);
                }
            }
        }
    }