Esempio n. 1
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 private void Start()
 {
     playerIn      = FindObjectOfType <PlayerInventory>();
     mainInventory = FindObjectOfType <MainInventory>();
     playerQ       = FindObjectOfType <PlayerQuickSlot>();
     quickSlot     = FindObjectOfType <QuickSlot>();
 }
Esempio n. 2
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        public virtual IEnumerator <float> FleeBattleSequence()
        {
            Timing.RunCoroutine(BattleMusicManager.StopAudio(1));
            BattleEvents.FleeBattleEvent.Raise();
            BattleInput._controls.Disable();
            EventSystem.current.sendNavigationEvents = false;

            yield return(Timing.WaitForSeconds(0.5f));

            foreach (var member in membersForThisBattle.Where(member => !member.IsDead))
            {
                var position    = member.Unit.transform.position;
                var newPosition = new Vector3(position.x, position.y, position.z - 15);

                member.Unit.EmptyAnimations();

                member.Unit.anim.SetInteger(AnimationHandler.AnimState, 0);
                member.Unit.anim.SetFloat(AnimationHandler.HorizontalHash, -1);
                member.Unit.anim.SetBool(AnimationHandler.IsWalkingHash, true);
                member.Unit.anim.SetBool(AnimationHandler.IsRunningHash, true);

                member.Unit.transform.DOMove(newPosition, 2);
            }

            //yield return Timing.WaitForSeconds(1.5f);
            MainInventory.ResetHealingItems();
            SceneLoadManager.LoadOverworld();
        }
Esempio n. 3
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        private static void SetupMainInventory()
        {
            var inventory = GameObject.Find("Main Inventory").GetComponent <Inventory>();
            var items     = MainInventory.GetInventoryItems();

            items.ForEach(i => inventory.AddItem(i, 1));
        }
Esempio n. 4
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 private void InitializeVariables()
 {
     saveData        = FindObjectOfType <SaveData>();
     playerCamera    = FindObjectOfType <PlayerCamera>();
     dialogueManager = FindObjectOfType <DialogueManager>();
     quickSlot       = FindObjectOfType <QuickSlot>();
     mainInventory   = FindObjectOfType <MainInventory>();
 }
Esempio n. 5
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        public override void CopyToInventory(IWindow inventoryWindow)
        {
            var window = (InventoryWindow)inventoryWindow;

            Copying = true;
            MainInventory.CopyTo(window.MainInventory);
            Hotbar.CopyTo(window.Hotbar);
            Copying = false;
        }
Esempio n. 6
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        public override bool Use()
        {
            base.Use();
            var target = Battle.Engine.activeUnit.CurrentTarget;

            target.CureAilments(ailmentsToCure);
            CommonMMFeedbacks.HealFeedback.PlayFeedbacks();
            MainInventory.RemoveItem(this);
            return(true);
        }
Esempio n. 7
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        public override bool Use()
        {
            base.Use();
            var target = Battle.Engine.activeUnit.CurrentTarget;

            target.CureAilments(ailmentsToCure);
            AudioController.PlayAudio(CommonAudioTypes.Heal);
            MainInventory.RemoveItem(this);
            return(true);
        }
Esempio n. 8
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 /// <summary>
 /// Adds a quantity onto a selected item into the inventory dictionary.
 /// </summary>
 /// <param name="item">The item to add more to</param>
 /// <param name="amount">The amount to add onto that item</param>
 public void AddItem(ItemType item, int amount)
 {
     if (MainInventory.ContainsKey(item))
     {
         MainInventory[item] += amount;
     }
     else
     {
         Debug.Log("Add Item: Item is not in inventory dictionary");
     }
 }
Esempio n. 9
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 protected virtual void EndOfBattle()
 {
     MainInventory.ResetHealingItems();
     if (AllEnemiesDead)
     {
         BattleEvents.NormalEvent.Raise(BattleEvent.WonBattle);
     }
     else if (AllMembersDead)
     {
         BattleEvents.NormalEvent.Raise(BattleEvent.LostBattle);
     }
 }
Esempio n. 10
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 /// <summary>
 /// Views the count of a selected item.
 /// </summary>
 /// <param name="item">The item to view the count for</param>
 /// <returns>The amount of the selected item remaining in the inventory</returns>
 public int ViewItemCount(ItemType item)
 {
     if (MainInventory.ContainsKey(item))
     {
         return(MainInventory[item]);
     }
     else
     {
         Debug.Log("View Item Count: Item is not in the inventory dictionary");
         return(0);
     }
 }
Esempio n. 11
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    /// <summary>
    /// Loads the inventory from the file specified at object creation and populates
    /// the inventory dictionary.
    /// </summary>
    public void LoadInventory()
    {
        //load the inventory if the file exists
        if (File.Exists(file))
        {
            //open stream
            using (Stream fs = File.OpenRead(file))
            {
                //create reader
                BinaryFormatter bf = new BinaryFormatter();

                //create deserializing list and get data
                List <int> listToDeserialize = (List <int>)bf.Deserialize(fs);

                //setup the inventory dictonary
                for (int i = 0; i < listToDeserialize.Count; i++)
                {
                    MainInventory.Add((ItemType)i, listToDeserialize[i]);
                }
            }

            //print out contents
            if (Constants.IS_DEVELOPER_BUILD)
            {
                foreach (KeyValuePair <ItemType, int> item in MainInventory)
                {
                    Debug.Log(item.Key + " " + item.Value);
                }
            }
        }
        else
        {
            Debug.Log("Inventory: File does not exist. Creating file...");

            //setup the inventory dictonary with default 0 values
            for (int i = 0; i < Enum.GetNames(typeof(ItemType)).Length; i++)
            {
                MainInventory.Add((ItemType)i, 0);
            }

            //create the file and save the data
            SaveInventory();

            if (File.Exists(file))
            {
                Debug.Log("File now exists");
            }
        }
    }
Esempio n. 12
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    public bool HarvestCollectable(MainInventory inventory)
    {
        bool answer = inventory.TryAddItem(collectable.GetComponent <CollectableSystem>().inventoryName);


        if (answer)
        {
            PlayerPrefs.DeleteKey(tileData.collectableID);
            Destroy(collectable);

            tileData.collectableID   = "-1";
            tileData.collectableType = "";
        }
        print("i think that i am collecting: " + answer);
        return(answer);
    }
Esempio n. 13
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 /// <summary>
 /// Removes a quantity from a selected item in the inventory dictionary.
 /// Items do not go below 0 amount.
 /// </summary>
 /// <param name="item">The item to remove amount from</param>
 /// <param name="amount">The amount to subtract in the inventory</param>
 public void RemoveItem(ItemType item, int amount)
 {
     if (MainInventory.ContainsKey(item))
     {
         if (MainInventory[item] > 0 && (MainInventory[item] - amount >= 0))
         {
             MainInventory[item] -= amount;
         }
         else
         {
             Debug.Log("Item goes below 0 amount");
         }
     }
     else
     {
         Debug.Log("Remove Item: Item is not in the inventory dictionary");
     }
 }
Esempio n. 14
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        /// <summary>
        /// Fills a list with all available weapons in the inventories
        /// </summary>
        protected virtual void FillAvailableWeaponsLists()
        {
            _availableWeaponsIDs = new List <string> ();
            if ((CharacterHandleWeapon == null) || (WeaponInventory == null))
            {
                return;
            }
            _availableWeapons = MainInventory.InventoryContains(ItemClasses.Weapon);
            foreach (int index in _availableWeapons)
            {
                _availableWeaponsIDs.Add(MainInventory.Content [index].ItemID);
            }
            if (!InventoryItem.IsNull(WeaponInventory.Content[0]))
            {
                _availableWeaponsIDs.Add(WeaponInventory.Content [0].ItemID);
            }

            _availableWeaponsIDs.Sort();
        }
Esempio n. 15
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 /// <summary>
 /// Grabs references to all inventories
 /// </summary>
 protected virtual void GrabInventories()
 {
     if (MainInventory == null)
     {
         GameObject mainInventoryTmp = GameObject.Find(MainInventoryName);
         if (mainInventoryTmp != null)
         {
             MainInventory = mainInventoryTmp.GetComponent <Inventory> ();
         }
     }
     if (WeaponInventory == null)
     {
         GameObject weaponInventoryTmp = GameObject.Find(WeaponInventoryName);
         if (weaponInventoryTmp != null)
         {
             WeaponInventory = weaponInventoryTmp.GetComponent <Inventory> ();
         }
     }
     if (HotbarInventory == null)
     {
         GameObject hotbarInventoryTmp = GameObject.Find(HotbarInventoryName);
         if (hotbarInventoryTmp != null)
         {
             HotbarInventory = hotbarInventoryTmp.GetComponent <Inventory> ();
         }
     }
     if (MainInventory != null)
     {
         MainInventory.SetOwner(this.gameObject); MainInventory.TargetTransform = this.transform;
     }
     if (WeaponInventory != null)
     {
         WeaponInventory.SetOwner(this.gameObject); WeaponInventory.TargetTransform = this.transform;
     }
     if (HotbarInventory != null)
     {
         HotbarInventory.SetOwner(this.gameObject); HotbarInventory.TargetTransform = this.transform;
     }
 }
Esempio n. 16
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 public virtual void RemoveUnarmed() 

 {
     
            for (int i = 0; i < MainInventory.Content.Length; i++)
     {
         
            {
             
                if (InventoryItem.IsNull(MainInventory.Content[i]))
             {
                 
                {
                     
                    continue; 

                 }
             }
             
                if (MainInventory.Content[i].ItemID == "InventoryUnarmed")
             {
                 
                {
                     
 MainInventory.DestroyItem(i); 

                 }
             }
             

         }
     }
     

 }
Esempio n. 17
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 private void Awake()
 {
     if (rf == null)
     {
         rf = this;
         DontDestroyOnLoad(gameObject);
     }
     else
     {
         Destroy(gameObject);
     }
     healthBar                = GameObject.Find("HealthBar").GetComponent <Bar>();
     staminaBar               = GameObject.Find("StaminaBar").GetComponent <Bar>();
     playerEquipment          = FindObjectOfType <PlayerEquipment>();
     playerMovement           = FindObjectOfType <PlayerMovement>();
     statsDetails             = FindObjectOfType <StatsDetails>();
     mainInventory            = FindObjectOfType <MainInventory>();
     weaponSlot               = FindObjectOfType <WeaponSlot>();
     enemyManager             = FindObjectOfType <EnemyManager>();
     inventoryScreenCharacter = FindObjectOfType <InventoryScreenCharacter>();
     mainInventory.gameObject.SetActive(false);
     mainCamera = Camera.main;
 }
Esempio n. 18
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        /// <summary>
        /// Automatically adds items and equips a weapon if needed
        /// </summary>
        /// <returns></returns>
        protected virtual IEnumerator AutoAddAndEquip()
        {
            yield return(MMCoroutine.WaitForFrames(1));

            if (_autoAdded)
            {
                yield break;
            }

            foreach (InventoryItemsToAdd item in AutoAddItemsMainInventory)
            {
                MainInventory?.AddItem(item.Item, item.Quantity);
            }
            foreach (InventoryItemsToAdd item in AutoAddItemsHotbar)
            {
                HotbarInventory?.AddItem(item.Item, item.Quantity);
            }
            if (AutoEquipWeapon != null)
            {
                MainInventory.AddItem(AutoEquipWeapon, 1);
                EquipWeapon(AutoEquipWeapon.ItemID);
            }
            _autoAdded = true;
        }
Esempio n. 19
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        public static Response NewCollectionTmp(OpenDay view, string userName)
        {
            using (var transacction = db.Database.BeginTransaction())
            {
                try
                {
                    var user           = db.Users.Where(u => u.UserName == userName).FirstOrDefault();
                    var mainWareHouses = db.MainWarehouses.Where(w => w.CompanyId == user.CompanyId).ToList();
                    var wareHouses     = db.Warehouses.Where(w => w.CompanyId == view.CompanyId).ToList();

                    var disbursedLoans = db.DisbursedLoans.Where(wH => wH.CompanyId == view.CompanyId).Where(cA => cA.StateId == 2).ToList();

                    //var lastOpenDay = db.OpenDays.Where(od => od.CompanyId == view.CompanyId).Where(of => of.OnOff == true).FirstOrDefault();
                    //lastOpenDay.OnOff = false;
                    //db.Entry(lastOpenDay).State = EntityState.Modified;

                    var openDay = new OpenDay
                    {
                        OpenDate  = DateTime.Today,
                        CompanyId = user.CompanyId,
                        UserName  = user.UserName,
                        OnOff     = true,
                    };
                    db.OpenDays.Add(openDay);
                    db.SaveChanges();

                    foreach (MainWarehouse mainWarehouse in mainWareHouses)
                    {
                        var mainInventory = new MainInventory
                        {
                            MainWarehouseId       = mainWarehouse.MainWarehouseId,
                            CompanyId             = view.CompanyId,
                            Date                  = openDay.OpenDate,
                            Collection            = 0,
                            Pettycash             = 0,
                            Administrativeexpense = 0,
                            Subtotal              = 0,
                            Renewedcredit         = 0,
                            Total                 = 0,
                            WareHouseInitialLoan  = 0,
                            WareHouseTotalLoan    = 0,
                            WareHouseTotalBalance = 0,
                        };
                        db.MainInventories.Add(mainInventory);
                    }

                    foreach (Warehouse warehouse in wareHouses)
                    {
                        var inventory = new Inventory
                        {
                            WarehouseId           = warehouse.WarehouseId,
                            CompanyId             = view.CompanyId,
                            Date                  = openDay.OpenDate,
                            Collection            = 0,
                            Pettycash             = 0,
                            Administrativeexpense = 0,
                            Subtotal              = 0,
                            Renewedcredit         = 0,
                            Total                 = 0,
                            InitialLoan           = 0,
                            TotalLoan             = 0,
                            TotalBalance          = 0,
                        };
                        db.Inventories.Add(inventory);
                    }

                    foreach (DisbursedLoan detailDL in disbursedLoans)
                    {
                        var collectionTmp = new CollectionTmp
                        {
                            CompanyId       = detailDL.CompanyId,
                            WarehouseId     = detailDL.WarehouseId,
                            DisbursedLoanId = detailDL.DisbursedLoanId,
                            UserName        = userName,
                            LoanState       = detailDL.LoanState,
                            CollectionDate  = openDay.OpenDate,
                            Payment         = 0,
                            CurrentBalance  = detailDL.Balance,
                        };
                        db.CollectionTmps.Add(collectionTmp);
                    }

                    db.SaveChanges();

                    transacction.Commit();
                    return(new Response {
                        Succeeded = true,
                    });
                }
                catch (Exception ex)
                {
                    transacction.Rollback();
                    return(new Response
                    {
                        Message = ex.Message,
                        Succeeded = false,
                    });
                }
            }
        }