Esempio n. 1
0
    public void UpdateChangeEquip()
    {
        Button[] buttons = changeEquipPanel.GetComponentsInChildren <Button>();
        foreach (Button b in buttons)
        {
            Destroy(b.gameObject);
        }
        GameObject unbtn = Instantiate(unequipButton);
        UnequipItemButtonController unbtnCont = unbtn.GetComponent <UnequipItemButtonController>();

        unbtnCont.invPanel = changeEquipItems;
        unbtn.GetComponent <Button>().interactable = true;
        if (party.InventoryNotEmpty())
        {
            for (int i = 0; i < party.playerInventoryCount.Length; i++)
            {
                if (party.playerInventoryCount[i] > 0 && Databases.items[i].itemType == ItemType.Equipable && ((EquipableItem)Databases.items[i]).equipLoc == eq.GetEquipLoc() && eq.CanEquip(((EquipableItem)Databases.items[i]).equippableBy))
                {
                    GameObject btn = Instantiate(equipItemButton);
                    EquipItemButtonController btnCont = btn.GetComponent <EquipItemButtonController>();
                    btnCont.invPanel   = changeEquipItems;
                    btnCont.invItemNum = i;
                    btn.GetComponent <Button>().interactable = true;
                }
            }
        }
    }
Esempio n. 2
0
 public void ShowInventoryPanel()
 {
     DisableMainButtons();
     inventoryPanel.SetActive(true);
     Button[] buttons = itemPanel.GetComponentsInChildren <Button>();
     foreach (Button b in buttons)
     {
         Destroy(b.gameObject);
     }
     if (party.InventoryNotEmpty())
     {
         for (int i = 0; i < party.playerInventoryCount.Length; i++)
         {
             if (party.playerInventoryCount[i] > 0)
             {
                 GameObject btn    = Instantiate(itemPrefab);
                 Button     theBtn = btn.GetComponent <Button>();
                 BattleInventoryButtonController btnCont = btn.GetComponent <BattleInventoryButtonController>();
                 btnCont.invPanel   = itemPanel;
                 btnCont.invItemNum = i;
                 if (Databases.items[i].itemType == ItemType.Consumable && ((ConsumableItem)Databases.items[i]).useableOutOfCombat == true)
                 {
                     theBtn.interactable = true;
                 }
             }
         }
     }
 }
 public void UpdateInventory()
 {
     Button[] buttons = itemPanel.GetComponentsInChildren <Button>();
     foreach (Button b in buttons)
     {
         Destroy(b.gameObject);
     }
     if (party.InventoryNotEmpty())
     {
         for (int i = 0; i < party.playerInventoryCount.Length; i++)
         {
             if (party.playerInventoryCount[i] > 0)
             {
                 GameObject btn = Instantiate(inventoryButton);
                 InventoryButtonController btnCont = btn.GetComponent <InventoryButtonController>();
                 btnCont.invPanel   = itemPanel;
                 btnCont.invItemNum = i;
             }
         }
     }
 }