Esempio n. 1
0
        public void OnQuantityValueChanged()
        {
            if (SelectedItem == null)
            {
                return;
            }

            var itemModel    = SelectedItem.ItemModel;
            int itemQuantity = Convert.ToInt32(QuantityInputField.text);

            //clamp values
            if (itemQuantity <= 0 || itemQuantity > SelectedItem.Quantity)
            {
                itemQuantity            = MathUtils.Clamp <int>(itemQuantity, 1, SelectedItem.Quantity);
                QuantityInputField.text = itemQuantity.ToString();
            }

            if (IsShop && Selected == SelectedState.Container)
            {
                int adjValue = RpgValues.AdjustedBuyPrice(GameState.Instance.PlayerRpgState, itemModel.Value);
                TransferText.text = string.Format("Value: {0}({1}) | Weight: {2}({3})", adjValue, adjValue * itemQuantity, itemModel.Weight, itemModel.Weight * itemQuantity);
            }
            else if (IsShop && Selected == SelectedState.Inventory)
            {
                int adjValue = RpgValues.AdjustedSellPrice(GameState.Instance.PlayerRpgState, itemModel.Value);
                TransferText.text = string.Format("Value: {0}({1}) | Weight: {2}({3})", adjValue, adjValue * itemQuantity, itemModel.Weight, itemModel.Weight * itemQuantity);
            }
            else
            {
                TransferText.text = string.Format("Value: {0}({1}) | Weight: {2}({3})", itemModel.Value, itemModel.Value * itemQuantity, itemModel.Weight, itemModel.Weight * itemQuantity);
            }
        }
Esempio n. 2
0
        private void PaintSelectedItem()
        {
            var itemModel = SelectedItem.ItemModel;

            SelectedItemText.text = itemModel.Name;
            var itemDef = InventoryModel.GetDef(itemModel.Name);

            if (itemDef == null)
            {
                SelectedItemDescription.text = "{missing def}";
            }
            else
            {
                SelectedItemText.text        = itemDef.NiceName;
                SelectedItemDescription.text = itemDef.Description;
                Texture2D tex = CoreUtils.LoadResource <Texture2D>("UI/Icons/" + itemDef.Image);
                if (tex != null)
                {
                    SelectedItemImage.texture = tex;
                }
            }

            SelectedItemStats.text = itemModel.GetStatsString();


            TransferButton.gameObject.SetActive(true);
            var transferButtonText = TransferButton.GetComponentInChildren <Text>();

            if (Selected == SelectedState.Container && !IsShop)
            {
                transferButtonText.text = "< Transfer";
            }
            else if (Selected == SelectedState.Inventory && !IsShop)
            {
                transferButtonText.text = "Transfer >";
            }
            else if (Selected == SelectedState.Container && IsShop)
            {
                transferButtonText.text = "< Buy";
            }
            else if (Selected == SelectedState.Inventory && IsShop)
            {
                transferButtonText.text = "Sell >";
            }

            if (IsShop && Selected == SelectedState.Container)
            {
                int adjValue = RpgValues.AdjustedBuyPrice(GameState.Instance.PlayerRpgState, itemModel.Value);
                TransferText.text = string.Format("Value: {0}({1}) | Weight: {2}({3})", adjValue, adjValue * 1, itemModel.Weight, itemModel.Weight * 1);
            }
            else if (IsShop && Selected == SelectedState.Inventory)
            {
                int adjValue = RpgValues.AdjustedSellPrice(GameState.Instance.PlayerRpgState, itemModel.Value);
                TransferText.text = string.Format("Value: {0}({1}) | Weight: {2}({3})", adjValue, adjValue * 1, itemModel.Weight, itemModel.Weight * 1);
            }
            else
            {
                TransferText.text = string.Format("Value: {0}({1}) | Weight: {2}({3})", itemModel.Value, itemModel.Value * 1, itemModel.Weight, itemModel.Weight * 1);
            }
        }
Esempio n. 3
0
        public void OnClickTransfer()
        {
            //immediate fail conditions
            if (Selected == SelectedState.None || SelectedItem == null)
            {
                return;
            }

            int quantity = MathUtils.Clamp <int>(Convert.ToInt32(QuantityInputField.text), 1, Mathf.Abs(SelectedItem.Quantity));

            //if it's a shop and we don't have money, check and possibly fail
            //(we would also handle carry weight here if that was actually implemented ?)
            if (IsShop)
            {
                string moneyTypeName = Enum.GetNames(typeof(MoneyType))[0];

                if (Selected == SelectedState.Inventory)
                {
                    //we are SELLING, check CONTAINER money
                    int neededMoney = Mathf.RoundToInt(quantity * RpgValues.AdjustedSellPrice(GameState.Instance.PlayerRpgState, SelectedItem.ItemModel.Value));
                    int haveMoney   = Container.CountItem(moneyTypeName);

                    if (neededMoney > haveMoney)
                    {
                        Modal.PushMessageModal(string.Format("This shop doesn't have enough currency to pay for that (have {0}, need {1})", haveMoney, neededMoney), "Insufficient Currency", null, null);
                        return;
                    }
                    else
                    {
                        //var iMoneyItem = Inventory.FindItem(moneyTypeName)[0]; //it's weirdly asymmetrical and I don't know why
                        Inventory.AddItem(moneyTypeName, neededMoney);

                        var cMoneyItem = Container.FindItem(moneyTypeName)[0];
                        Container.TakeItem(cMoneyItem, neededMoney);
                    }
                }
                else if (Selected == SelectedState.Container)
                {
                    //we are BUYING, check PLAYER money
                    int neededMoney = Mathf.RoundToInt(quantity * RpgValues.AdjustedBuyPrice(GameState.Instance.PlayerRpgState, SelectedItem.ItemModel.Value));
                    int haveMoney   = Inventory.CountItem(moneyTypeName);

                    if (neededMoney > haveMoney)
                    {
                        Modal.PushMessageModal(string.Format("You don't have enough currency to pay for that (have {0}, need {1})", haveMoney, neededMoney), "Insufficient Currency", null, null);
                        return;
                    }
                    else
                    {
                        var iMoneyItem = Inventory.FindItem(moneyTypeName)[0];
                        Inventory.RemoveItem(iMoneyItem, neededMoney);

                        var cMoneyItem = Container.FindItem(moneyTypeName)[0];
                        Container.PutItem(cMoneyItem, neededMoney);
                    }
                }
            }

            //simpler cases: transferring inventory to container or vice versa
            if (Selected == SelectedState.Inventory)
            {
                //transfer item to container
                if (!SelectedItem.ItemModel.Stackable)
                {
                    Inventory.RemoveItem(SelectedItem);
                    Container.PutItem(SelectedItem);
                }
                else
                {
                    Inventory.RemoveItem(SelectedItem, quantity);
                    Container.PutItem(SelectedItem, quantity);
                }
            }
            else if (Selected == SelectedState.Container)
            {
                //transfer item to inventory
                if (!SelectedItem.ItemModel.Stackable)
                {
                    Inventory.AddItem(SelectedItem);
                    Container.TakeItem(SelectedItem);
                }
                else
                {
                    Inventory.AddItem(SelectedItem.ItemModel.Name, quantity);
                    Container.TakeItem(SelectedItem, quantity);
                }
            }

            //don't forget to fix the stacks!
            Container.FixStacks();

            //clear and repaint
            ClearState();
            PaintAll();
        }