/// <summary> /// Update this instance. /// </summary> void Update() { // On click if (Input.GetMouseButtonDown(0) == true) { PointerEventData pointerEventData = new PointerEventData(EventSystem.current); pointerEventData.position = Input.mousePosition; List <RaycastResult> results = new List <RaycastResult>(); EventSystem.current.RaycastAll(pointerEventData, results); // If clicked not on UI if (results.Count <= 0) { DummyItemPickUp dummyItemPickUp = null; // Raycast to colliders2d RaycastHit2D hit2D = Physics2D.Raycast(Camera.main.ScreenToWorldPoint(Input.mousePosition), Camera.main.transform.forward); if (hit2D.collider != null) { dummyItemPickUp = hit2D.collider.gameObject.GetComponent <DummyItemPickUp>(); } if (dummyItemPickUp == null) { // Raycast to colliders3d RaycastHit[] hits3D = Physics.RaycastAll(Camera.main.ScreenPointToRay(Input.mousePosition)); if (hits3D.Length > 0) { foreach (RaycastHit hit in hits3D) { dummyItemPickUp = hit.collider.gameObject.GetComponent <DummyItemPickUp>(); if (dummyItemPickUp != null) { break; } } } } if (dummyItemPickUp != null) { // Hitted on DummyItemPickUp item if (dummyItemPickUp.itemPrefab != null) { // Check allowed space in inventory for this item int pickUpAmount = inventoryStackGroup.GetAllowedSpace(dummyItemPickUp.itemPrefab); pickUpAmount = Mathf.Min(pickUpAmount, dummyItemPickUp.stack); // Try to place item into inventory dummyItemPickUp.stack -= inventoryStackGroup.AddItemFromPrefab(dummyItemPickUp.itemPrefab, pickUpAmount); if (dummyItemPickUp.stack <= 0) { Destroy(dummyItemPickUp.gameObject); } // Set item's price using current sell modifier priceGroup.UpdatePrices(); // Show item price if vendor is active priceGroup.ShowPrices(vendor.activeSelf); } } } } }
/// <summary> /// Stack event handler. /// </summary> /// <returns>The handler.</returns> /// <param name="desc">Desc.</param> private IEnumerator EventHandler(DadCell.DadEventDescriptor desc) { StackGroup sourceStackGroup = desc.sourceCell.GetComponentInParent <StackGroup>(); StackGroup destStackGroup = desc.destinationCell.GetComponentInParent <StackGroup>(); StackCell myStackCell = desc.destinationCell.GetComponent <StackCell>(); StackCell theirStackCell = desc.sourceCell.GetComponent <StackCell>(); StackItem myStackItem = myStackCell.GetStackItem(); StackItem theirStackItem = theirStackCell.GetStackItem(); PriceItem priceItem = theirStackItem.GetComponent <PriceItem>(); PriceGroup buyer = desc.destinationCell.GetComponentInParent <PriceGroup>(); PriceGroup seller = desc.sourceCell.GetComponentInParent <PriceGroup>(); AudioClip itemSound = theirStackItem.sound; // Item's SFX int amount = theirStackItem.GetStack(); // Item's stack amount if ((globalSplit == true) || (sourceStackGroup != destStackGroup && (sourceStackGroup.splitOuter == true || destStackGroup.splitOuter == true))) { // Need to use split interface if (splitInterface != null) { if (priceItem != null && buyer != null && seller != null && buyer != seller) { // Split with prices splitInterface.ShowSplitter(theirStackItem, priceItem); } else { // Split without prices splitInterface.ShowSplitter(theirStackItem, null); } // Show split interface and wait while it is active while (splitInterface.gameObject.activeSelf == true) { yield return(new WaitForEndOfFrame()); } // Get splitted stack amount amount = splitInterface.GetRightAmount(); } } if (amount > 0) { if (sourceStackGroup != destStackGroup && (destStackGroup.arrangeMode == true || sourceStackGroup.arrangeMode == true)) { // Split ain arrange mode between different stack groups if (priceItem != null && buyer != null && seller != null && buyer != seller) { // Different price groups if (buyer.GetCash() > priceItem.GetPrice() * amount) { // Has anough cash int distributed = DistributeAnywhere(theirStackItem, amount, null); if (distributed > 0) { int totalPrice = priceItem.GetPrice() * distributed; seller.AddCash(totalPrice); buyer.SpendCash(totalPrice); buyer.UpdatePrices(); } } } else { // Same price group DistributeAnywhere(theirStackItem, amount, null); } } else { // Inside same stack group transactions disabled in arrange mode if (arrangeMode == false) { if (myStackItem != null) { // Check if items allowed for cells if (SortCell.IsSortAllowed(myStackCell.gameObject, theirStackItem.gameObject) == true && SortCell.IsSortAllowed(theirStackCell.gameObject, myStackItem.gameObject) == true) { // Destination cell already has item if (myStackCell.HasSameItem(theirStackItem) == true) { // Same item myStackCell.UniteStack(theirStackItem, amount); } else { // Different items. Try to swap items between cells if (myStackCell.SwapStacks(theirStackCell) == true) { // Swap successful theirStackItem = theirStackCell.GetStackItem(); if (theirStackItem != null) { // Distribute item after swap DistributeInItems(theirStackItem, theirStackItem.GetStack(), theirStackCell); } } else { // Swap unsuccessful. // Try to distribute item between other cells to make cell free DistributeAnywhere(myStackItem, myStackItem.GetStack(), myStackCell); myStackItem = myStackCell.GetStackItem(); if (myStackItem != null) { // Item still in cell. Try to place item in other group's cells sourceStackGroup.DistributeAnywhere(myStackItem, myStackItem.GetStack(), null); myStackItem = myStackCell.GetStackItem(); if (myStackItem == null) { // Item was placed into other cell and now this cell is free // Place item into destination cell myStackCell.UniteStack(theirStackItem, amount); } } else { // Item was placed into other cell and now this cell is free // Place item into destination cell myStackCell.UniteStack(theirStackItem, amount); } } } } } else { // Destination cell has no item // Place item into destination cell myStackCell.UniteStack(theirStackItem, amount); } } } } // Send stack event notification SendNotification(sourceStackGroup.gameObject, destStackGroup.gameObject); if (trashBinMode == true) { // In trash bin mode just destroy item desc.destinationCell.RemoveItem(); PlaySound(trashBinSound); } else { audioSource.PlayOneShot(itemSound); } myState = MyState.WaitForRequest; }
/// <summary> /// Stack event handler. /// </summary> /// <returns>The handler.</returns> /// <param name="desc">Desc.</param> private IEnumerator EventHandler(DadCell.DadEventDescriptor dadDesc) { StackGroup sourceStackGroup = AccessUtility.GetComponentInParent <StackGroup>(dadDesc.sourceCell.transform); StackGroup destStackGroup = AccessUtility.GetComponentInParent <StackGroup>(dadDesc.destinationCell.transform); if (sourceStackGroup == null || destStackGroup == null) { dadDesc.groupPermission = false; myState = MyState.WaitForRequest; yield break; } StackCell destStackCell = dadDesc.destinationCell.GetComponent <StackCell>(); StackCell sourceStackCell = dadDesc.sourceCell.GetComponent <StackCell>(); if (destStackCell == null || sourceStackCell == null) { dadDesc.groupPermission = false; myState = MyState.WaitForRequest; yield break; } StackItem destStackItem = destStackCell.GetStackItem(); StackItem sourceStackItem = sourceStackCell.GetStackItem(); StackGroupEventDescriptor stackDescPrimary = new StackGroupEventDescriptor(); // Stack event info stackDescPrimary.sourceGroup = sourceStackGroup; stackDescPrimary.destinationGroup = destStackGroup; stackDescPrimary.sourceCell = sourceStackCell; StackGroupEventDescriptor stackDescSecondary = new StackGroupEventDescriptor(); // One more stack event info in case if destination cell is not empty and items were swapped stackDescSecondary.sourceGroup = destStackGroup; stackDescSecondary.destinationGroup = sourceStackGroup; stackDescSecondary.sourceCell = destStackCell; DistributeResults distributeResults = new DistributeResults(); // Info with results of stack item distribution in stack group PriceItem priceItem = sourceStackItem.GetComponent <PriceItem>(); PriceGroup buyer = AccessUtility.GetComponentInParent <PriceGroup>(dadDesc.destinationCell.transform); PriceGroup seller = AccessUtility.GetComponentInParent <PriceGroup>(dadDesc.sourceCell.transform); AudioClip itemSound = sourceStackItem.sound; // Item's SFX int amount = sourceStackItem.GetStack(); // Item's stack amount if (amount > 1) { // If item's stack > 1 try to use split interface if ((globalSplit == true) || (sourceStackGroup != destStackGroup && (sourceStackGroup.splitOuter == true || destStackGroup.splitOuter == true))) { // Need to use split interface if (splitInterface != null) { if (priceItem != null && buyer != null && seller != null && buyer != seller) { // Split with prices splitInterface.ShowSplitter(sourceStackItem, priceItem); } else { // Split without prices splitInterface.ShowSplitter(sourceStackItem, null); } // Show split interface and wait while it is active while (splitInterface.gameObject.activeSelf == true) { yield return(new WaitForEndOfFrame()); } // Get splitted stack amount amount = splitInterface.GetRightAmount(); } } } if (amount > 0) { if (sourceStackGroup != destStackGroup && (destStackGroup.arrangeMode == true || sourceStackGroup.arrangeMode == true)) { // Split in arrange mode between different stack groups if (priceItem != null && buyer != null && seller != null && buyer != seller) { // Different price groups if ((long)buyer.GetCash() >= (long)priceItem.GetPrice() * amount) { // Has anough cash distributeResults = DistributeAnywhere(sourceStackItem, amount, null); if (distributeResults.amount > 0) { stackDescPrimary.destinationCells = distributeResults.cells; int totalPrice = priceItem.GetPrice() * distributeResults.amount; seller.AddCash(totalPrice); buyer.SpendCash(totalPrice); buyer.UpdatePrices(); } } } else { // Same price group distributeResults = DistributeAnywhere(sourceStackItem, amount, null); if (distributeResults.amount > 0) { stackDescPrimary.destinationCells = distributeResults.cells; } } } else { // Inside same stack group transactions disabled in arrange mode if (arrangeMode == false) { if (destStackItem != null) { // Check if items allowed for destination cell if (SortCell.IsSortAllowed(destStackCell.gameObject, sourceStackItem.gameObject) == true) { // Destination cell already has same item if (destStackCell.HasSameItem(sourceStackItem) == true) { if (destStackCell.UniteStack(sourceStackItem, amount) > 0) { stackDescPrimary.destinationCells.Add(destStackCell); } } // Check if items allowed for source cell else if (SortCell.IsSortAllowed(sourceStackCell.gameObject, destStackItem.gameObject) == true) { // Different items. Try to swap items between cells if (destStackCell.SwapStacks(sourceStackCell) == true) { // Swap successful stackDescSecondary.destinationCells.Add(sourceStackCell); sourceStackItem = sourceStackCell.GetStackItem(); if (sourceStackItem != null) { // Distribute item after swap distributeResults = DistributeInItems(sourceStackItem, sourceStackItem.GetStack(), destStackCell); if (distributeResults.amount > 0) { stackDescPrimary.destinationCells = distributeResults.cells; } if (destStackCell.GetStackItem() != null) { // If stack item (or part of it) in destination cell stackDescPrimary.destinationCells.Add(destStackCell); } } } else { // Swap unsuccessful. // Try to distribute item between other cells to make cell free distributeResults = DistributeAnywhere(destStackItem, destStackItem.GetStack(), destStackCell); if (distributeResults.amount > 0) { stackDescSecondary.destinationCells = distributeResults.cells; } destStackItem = destStackCell.GetStackItem(); if (destStackItem != null) { // Item still in cell. Try to place item in other group's cells distributeResults = sourceStackGroup.DistributeAnywhere(destStackItem, destStackItem.GetStack(), null); if (distributeResults.amount > 0) { stackDescSecondary.destinationCells.AddRange(distributeResults.cells); } destStackItem = destStackCell.GetStackItem(); if (destStackItem == null) { // Item was placed into other cell and now this cell is free // Place item into destination cell if (destStackCell.UniteStack(sourceStackItem, amount) > 0) { stackDescPrimary.destinationCells.Add(destStackCell); } } } else { // Item was placed into other cell and now this cell is free // Place item into destination cell if (destStackCell.UniteStack(sourceStackItem, amount) > 0) { stackDescPrimary.destinationCells.Add(destStackCell); } } } } } } else { // Destination cell has no item // Place item into destination cell if (destStackCell.UniteStack(sourceStackItem, amount) > 0) { stackDescPrimary.destinationCells.Add(destStackCell); } } } } } // Send stack event notifications if (stackDescSecondary.destinationCells.Count > 0) { SendNotification(stackDescSecondary); } if (stackDescPrimary.destinationCells.Count > 0) { SendNotification(stackDescPrimary); if (trashBinMode == true) { // In trash bin mode just destroy item dadDesc.destinationCell.RemoveItem(); PlaySound(trashBinSound); } else { PlaySound(itemSound); } } myState = MyState.WaitForRequest; eventHandkerCoroutine = null; }