//재료창을 수정해서 출력 레시피의 코드를 받아서 그 아이템이 필요한 material의 //스프라이트(스프라이트는 아이템에 같이)를 불러옴 void MaterialSlotSetting() { int[] mtcod = new int[4]; int[] mtcount = new int[4]; TextMeshProUGUI mttext; mtcod = disRecipeData.MaterialCodes; mtcount = disRecipeData.MaterialNeeds; //material의 이미지를 받아서 변경 Image[] mimg; for (int i = 0; i < materialNum; i++) { if (mtcod[i] != 0) { maitem.Code = mtcod[i]; matData = maitem.GetData(); mimg = material[i].GetComponentsInChildren <Image>(); mttext = material[i].GetComponentInChildren <TextMeshProUGUI>(); //matData.Code = mtcod[i]; mimg[1].sprite = ItemSpriteData.GetItemSprite(mtcod[i]); mttext.text = "x" + mtcount[i].ToString(); } } }
//배치용->배치 playData에 추가 public void SetPopupItem(int c**t, int cod, GameObject obj) { popItem.Count = c**t; popItem.Code = cod; itemImage.sprite = ItemSpriteData.GetItemSprite(popItem.Code); choiceTableData = obj; SetNum(); }
//디스플레이할 아이템 보여주기 public void SetCheckdisplay(int num, int code) { display.Code = code; display.Count = num; ItemData displayData = display.GetData(); setPrice.text = displayData.SellPrice.ToString(); setImage.sprite = ItemSpriteData.GetItemSprite(display.Code); //텍스트랑 image찾아서 변경 }
public void PrintMakeItemSprite() { var canvasGroup = makeItemsprite.GetComponent <CanvasGroup>(); if (FindObjectOfType <MakerTimer>().inTimer[clickEmployee - 1] == true) { canvasGroup.alpha = 1.0f; makingItem = FindObjectOfType <MakerTimer>().making[clickEmployee - 1]; makeItemsprite.sprite = ItemSpriteData.GetItemSprite(makingItem.Code); } else { canvasGroup.alpha = 0f; FindObjectOfType <MakerUI>().working[clickEmployee - 1] = false; } }
// Update is called once per frame void Update() { if (targetNode == null) { Action(); } if ((astarAI.destination - transform.position).sqrMagnitude < 0.0001f) { targetNode = null; } // 아이템 스프라이트 if (wishItems.Count > 0) { itemSpriteRenderer.sprite = ItemSpriteData.GetItemSprite(wishItems[0].Code); } else { itemSpriteRenderer.sprite = null; } }
public void Select(int position) { Debug.Log("Select " + position); RollData data = datas[position]; switch (data.type) { case ROLL_TYPE.SKILL: SkillData skill = GameDatabase.instance.skills[data.id]; //selectedImg.sprite = GetSprite(data); typeTxt.text = GameManager.language == Language.Korean ? "기술" : "Skill"; nameTxt.text = skill.GetName(); descTxt.text = skill.GetDescription(); manaUI.SetMana(skill); break; case ROLL_TYPE.STAT: //selectedImg.sprite = GetSprite(data); manaUI.gameObject.SetActive(false); typeTxt.text = GameManager.language == Language.Korean ? "능력치" : "Stat"; string point = "Point"; if (data.id + 1 > 1) { point += "s"; } nameTxt.text = (data.id + 1) + point; switch (GameManager.language) { default: descTxt.text = string.Format("You will get {0} Stat {1}.", (data.id + 1), point); break; case Language.Korean: descTxt.text = string.Format("{0}의 스탯 포인트를 획득한다.", (data.id + 1)); break; } break; case ROLL_TYPE.ITEM: manaUI.gameObject.SetActive(false); //selectedImg.sprite = GetSprite(data); typeTxt.text = GameManager.language == Language.Korean ? "소모품" : "ITEM"; ItemData item = GameDatabase.instance.items[data.id]; ItemSpriteData itemSpr = GameDatabase.instance.itemSprites[Item.instance.sprIds[item.id]]; //if (Item.instance.isKnown[item.id]) //{ nameTxt.text = item.GetName(); descTxt.text = item.GetDescription(); //} //else //{ // nameTxt.text = string.Format(format, item.GetName()); // descTxt.text = string.Format(format, item.GetDescription()); //} break; //case ROLL_TYPE.PASSIVE: // manaUI.gameObject.SetActive(false); // //selectedImg.sprite = GetSprite(data); // typeTxt.text = "Passive"; // nameTxt.text = "패시브"; // descTxt.text = "패시브"; // break; } SetSelectPnl(true); }
public Sprite GetSprite() => ItemSpriteData.GetItemSprite(code);
//슬롯 이미지 바꾸기 void SlotImageSet(int i) { itemImage = recipe[i].GetComponentsInChildren <Image>();//5 itemImage[4].sprite = ItemSpriteData.GetItemSprite(recipeData[i].Code); }
void SpriteChange(Item item, int i) { ItemImage = itemnum[i].GetComponentsInChildren <Image>(); ItemImage[4].sprite = ItemSpriteData.GetItemSprite(item.Code); }