void Update() { Player player = Player.localPlayer; if (player) { // hotkey (not while typing in chat, etc.) if (Input.GetKeyDown(hotKey) && !UIUtils.AnyInputActive()) { panel.SetActive(!panel.activeSelf); } // only update the panel if it's active if (panel.activeSelf) { // instantiate/destroy enough slots UIUtils.BalancePrefabs(slotPrefab.gameObject, player.equipment.Count, content); // refresh all for (int i = 0; i < player.equipment.Count; ++i) { UIEquipmentSlot slot = content.GetChild(i).GetComponent <UIEquipmentSlot>(); slot.dragAndDropable.name = i.ToString(); // drag and drop slot ItemSlot itemSlot = player.equipment[i]; // set category overlay in any case. we use the last noun in the // category string, for example EquipmentWeaponBow => Bow // (disabled if no category, e.g. for archer shield slot) slot.categoryOverlay.SetActive(player.equipmentInfo[i].requiredCategory != ""); string overlay = Utils.ParseLastNoun(player.equipmentInfo[i].requiredCategory); slot.categoryText.text = overlay != "" ? overlay : "?"; if (itemSlot.amount > 0) { // refresh valid item slot.tooltip.enabled = true; slot.tooltip.text = itemSlot.ToolTip(); slot.dragAndDropable.dragable = true; slot.image.color = Color.white; slot.image.sprite = itemSlot.item.image; slot.amountOverlay.SetActive(itemSlot.amount > 1); slot.amountText.text = itemSlot.amount.ToString(); } else { // refresh invalid item slot.tooltip.enabled = false; slot.dragAndDropable.dragable = false; slot.image.color = Color.clear; slot.image.sprite = null; slot.amountOverlay.SetActive(false); } } } } else { panel.SetActive(false); } }
// Adds a listener to the equipment item button to allow click removal. private void RemoveEquipmentItem(int currentIndex, UIEquipmentSlot slot, Player player) { #if _iMMOITEMRARITY Button button = slot.transform.GetChild(1).GetComponent <Button>(); #else Button button = slot.transform.GetChild(0).GetComponent <Button>(); #endif button.onClick.SetListener(() => { player.CmdRemoveEquipmentItem(currentIndex); // added to move equipment into open inventory slot }); }
void Update() { GameObject player = Player.player; if (!player) { return; } PlayerEquipment equipment = player.GetComponent <PlayerEquipment>(); // instantiate/destroy enough slots UIUtils.BalancePrefabs(slotPrefab.gameObject, equipment.slots.Count, content); // refresh all for (int i = 0; i < equipment.slots.Count; ++i) { UIEquipmentSlot slot = content.GetChild(i).GetComponent <UIEquipmentSlot>(); slot.dragAndDropable.name = i.ToString(); // drag and drop slot ItemSlot itemSlot = equipment.slots[i]; // set category overlay in any case. we use the last noun in the // category string, for example EquipmentWeaponBow => Bow // (disabled if no category, e.g. for archer shield slot) slot.categoryOverlay.SetActive(equipment.slotInfo[i].requiredCategory != ""); string overlay = equipment.slotInfo[i].requiredCategory; slot.categoryText.text = overlay != "" ? overlay : "?"; if (itemSlot.amount > 0) { // refresh valid item slot.tooltip.enabled = true; slot.tooltip.text = itemSlot.ToolTip(); slot.dragAndDropable.dragable = true; slot.image.color = Color.white; slot.image.sprite = itemSlot.item.image; slot.amountOverlay.SetActive(itemSlot.amount > 1); slot.amountText.text = itemSlot.amount.ToString(); } else { // refresh invalid item slot.tooltip.enabled = false; slot.dragAndDropable.dragable = false; slot.image.color = Color.clear; slot.image.sprite = null; slot.amountOverlay.SetActive(false); } } }
// Assign our componenet based on the slot type. private void LateUpdate() { player = Player.localPlayer; if (player != null) { switch (slotType) { case SlotType.Equipment: // refresh all int lastECount = 0; if (lastECount != player.equipment.Count) { for (int i = 0; i < player.equipment.Count; ++i) { lastECount = player.equipment.Count; if (player.equipment[i].amount > 0) { UIEquipment equipmentContents = gameObject.GetComponent <UIEquipment>(); UIUtils.BalancePrefabs(equipmentContents.slotPrefab.gameObject, player.equipment.Count, equipmentContents.content); if (equipmentContents.panel.activeSelf) { UIEquipmentSlot slot = equipmentContents.content.transform.GetChild(i).GetComponent <UIEquipmentSlot>(); raritySlot = slot.GetComponent <UCE_RaritySlot>(); tooltip = slot.tooltip; slot.dragAndDropable.name = i.ToString(); // drag and drop slot itemSlot = player.equipment[i]; SetRarityColor(itemSlot.item.data); } } else { UIEquipment equipmentContents = gameObject.GetComponent <UIEquipment>(); if (equipmentContents.panel.activeSelf) { UIEquipmentSlot slot = equipmentContents.content.transform.GetChild(i).GetComponent <UIEquipmentSlot>(); raritySlot = slot.GetComponent <UCE_RaritySlot>(); raritySlot.rarityOutline.color = Color.clear; } } } } break; case SlotType.Inventory: // refresh all int lastICount = 0; if (lastICount != player.inventory.Count) { for (int i = 0; i < player.inventory.Count; ++i) { lastICount = player.inventory.Count; if (player.inventory[i].amount > 0) { UIInventory inventoryContents = GetComponent <UIInventory>(); UIUtils.BalancePrefabs(inventoryContents.slotPrefab.gameObject, player.inventory.Count, inventoryContents.content); if (inventoryContents.panel.activeSelf) { UIInventorySlot slot = inventoryContents.content.transform.GetChild(i).GetComponent <UIInventorySlot>(); raritySlot = slot.GetComponent <UCE_RaritySlot>(); tooltip = slot.tooltip; slot.dragAndDropable.name = i.ToString(); // drag and drop slot itemSlot = player.inventory[i]; SetRarityColor(itemSlot.item.data); } } else { UIInventory inventoryContents = gameObject.GetComponent <UIInventory>(); if (inventoryContents.panel.activeSelf) { UIInventorySlot slot = inventoryContents.content.transform.GetChild(i).GetComponent <UIInventorySlot>(); raritySlot = slot.GetComponent <UCE_RaritySlot>(); raritySlot.rarityOutline.color = Color.clear; } } } } break; case SlotType.Loot: if (player.target != null && player.target.health <= 0) { UILoot lootContent = GetComponent <UILoot>(); List <ItemSlot> items = player.target.inventory.Where(slot => slot.amount > 0).ToList(); UIUtils.BalancePrefabs(lootContent.itemSlotPrefab.gameObject, items.Count, lootContent.content); // refresh all valid items for (int i = 0; i < items.Count; ++i) { UILootSlot slot = lootContent.content.GetChild(i).GetComponent <UILootSlot>(); slot.dragAndDropable.name = i.ToString(); // drag and drop index int itemIndex = player.target.inventory.FindIndex( // note: .Equals because name AND dynamic variables matter (petLevel etc.) itemSlot => itemSlot.amount > 0 && itemSlot.item.Equals(items[i].item) ); // refresh raritySlot = slot.GetComponent <UCE_RaritySlot>(); tooltip = slot.tooltip; slot.dragAndDropable.name = i.ToString(); // drag and drop slot itemSlot = items[i]; SetRarityColor(itemSlot.item.data); } } break; case SlotType.PlayerTrade: if (player.state == "TRADING") { Player other = (Player)player.target; int lastPTYCount = 0; if (lastPTYCount != player.tradeOfferItems.Count) { for (int i = 0; i < player.tradeOfferItems.Count; ++i) { lastPTYCount = player.tradeOfferItems.Count; UIPlayerTrading tradeContents = GetComponent <UIPlayerTrading>(); UIUtils.BalancePrefabs(tradeContents.slotPrefab.gameObject, player.tradeOfferItems.Count, tradeContents.myContent); if (tradeContents.panel.activeSelf) { UIPlayerTradingSlot slot = tradeContents.myContent.transform.GetChild(i).GetComponent <UIPlayerTradingSlot>(); if (slot.amountText.text != "0") { raritySlot = slot.GetComponent <UCE_RaritySlot>(); tooltip = slot.tooltip; slot.dragAndDropable.name = i.ToString(); // drag and drop slot int inventoryIndex = player.tradeOfferItems[i]; itemSlot = player.inventory[inventoryIndex]; SetRarityColor(itemSlot.item.data); } else { raritySlot = slot.GetComponent <UCE_RaritySlot>(); raritySlot.rarityOutline.color = Color.clear; } } } } int lastPTOCount = 0; if (lastPTOCount != other.tradeOfferItems.Count) { for (int i = 0; i < other.tradeOfferItems.Count; ++i) { lastPTOCount = other.tradeOfferItems.Count; UIPlayerTrading tradeContents = GetComponent <UIPlayerTrading>(); UIUtils.BalancePrefabs(tradeContents.slotPrefab.gameObject, other.tradeOfferItems.Count, tradeContents.otherContent); if (tradeContents.panel.activeSelf) { UIPlayerTradingSlot slot = tradeContents.otherContent.transform.GetChild(i).GetComponent <UIPlayerTradingSlot>(); if (slot.amountText.text != "0") { raritySlot = slot.GetComponent <UCE_RaritySlot>(); tooltip = slot.tooltip; slot.dragAndDropable.name = i.ToString(); // drag and drop slot int inventoryIndex = other.tradeOfferItems[i]; itemSlot = other.inventory[inventoryIndex]; SetRarityColor(itemSlot.item.data); } else { raritySlot = slot.GetComponent <UCE_RaritySlot>(); raritySlot.rarityOutline.color = Color.clear; } } } } } break; case SlotType.NpcTrade: if (player.target is Npc) { Npc npc = (Npc)player.target; #if _iMMONPCSHOP UCE_UI_NpcShop shopContents = GetComponent <UCE_UI_NpcShop>(); if (shopContents.panel.activeSelf) { ScriptableItem[] items = npc.saleItems.Where(x => x.itemCategory == shopContents.currentCategory || shopContents.currentCategory == "").ToArray(); UIUtils.BalancePrefabs(shopContents.itemSlotPrefab.gameObject, items.Length, shopContents.itemContent); int lastIMCount = 0; string currentPage = ""; if (lastIMCount != items.Length || currentPage != shopContents.currentCategory) { for (int i = 0; i < items.Length; ++i) { lastIMCount = items.Length; currentPage = shopContents.currentCategory; UCE_UI_NpcShopSlot slot = shopContents.itemContent.GetChild(i).GetComponent <UCE_UI_NpcShopSlot>(); raritySlot = slot.GetComponent <UCE_RaritySlot>(); tooltip = slot.tooltip; scriptItem = items[i]; SetRarityColor(scriptItem); } } } #else int lastNTCount = 0; if (lastNTCount != npc.saleItems.Length) { for (int i = 0; i < npc.saleItems.Length; ++i) { lastNTCount = npc.saleItems.Length; UINpcTrading npcContents = GetComponent <UINpcTrading>(); UIUtils.BalancePrefabs(npcContents.slotPrefab.gameObject, npc.saleItems.Length, npcContents.content); if (npcContents.panel.activeSelf) { UINpcTradingSlot slot = npcContents.content.transform.GetChild(i).GetComponent <UINpcTradingSlot>(); raritySlot = slot.GetComponent <UCE_RaritySlot>(); tooltip = slot.tooltip; scriptItem = npc.saleItems[i]; SetRarityColor(scriptItem); } } } #endif } break; case SlotType.ItemMall: UIItemMall mallContents = GetComponent <UIItemMall>(); if (mallContents.panel.activeSelf) { ScriptableItem[] items = player.itemMallCategories[mallContents.currentCategory].items; UIUtils.BalancePrefabs(mallContents.itemSlotPrefab.gameObject, items.Length, mallContents.itemContent); int lastIMCount = 0; int currentPage = 0; if (lastIMCount != items.Length || currentPage != mallContents.currentCategory) { for (int i = 0; i < items.Length; ++i) { lastIMCount = items.Length; currentPage = mallContents.currentCategory; UIItemMallSlot slot = mallContents.itemContent.GetChild(i).GetComponent <UIItemMallSlot>(); raritySlot = slot.GetComponent <UCE_RaritySlot>(); tooltip = slot.tooltip; scriptItem = items[i]; SetRarityColor(scriptItem); } } } break; case SlotType.Crafting: UICrafting craftContents = GetComponent <UICrafting>(); UIUtils.BalancePrefabs(craftContents.ingredientSlotPrefab.gameObject, player.craftingIndices.Count, craftContents.ingredientContent); if (craftContents.panel.activeSelf) { int lastCCount = 0; if (lastCCount != player.craftingIndices.Count) { for (int i = 0; i < player.craftingIndices.Count; ++i) { lastCCount = player.craftingIndices.Count; UICraftingIngredientSlot slot = craftContents.ingredientContent.GetChild(i).GetComponent <UICraftingIngredientSlot>(); if (player.craftingIndices[i] != -1) { int itemIndex = player.craftingIndices[i]; raritySlot = slot.GetComponent <UCE_RaritySlot>(); tooltip = slot.tooltip; itemSlot = player.inventory[itemIndex]; SetRarityColor(itemSlot.item.data); } else { raritySlot = slot.GetComponent <UCE_RaritySlot>(); raritySlot.rarityOutline.color = Color.clear; } } } } break; } } }
void Update() { Player player = Player.localPlayer; if (player) { // hotkey (not while typing in chat, etc.) if (Input.GetKeyDown(hotKey) && !UIUtils.AnyInputActive()) { panel.SetActive(!panel.activeSelf); } // only update the panel if it's active if (panel.activeSelf) { // instantiate/destroy enough slots UIUtils.BalancePrefabs(slotPrefab.gameObject, player.equipment.slots.Count, content); // refresh all for (int i = 0; i < player.equipment.slots.Count; ++i) { UIEquipmentSlot slot = content.GetChild(i).GetComponent <UIEquipmentSlot>(); slot.dragAndDropable.name = i.ToString(); // drag and drop slot ItemSlot itemSlot = player.equipment.slots[i]; // set category overlay in any case. we use the last noun in the // category string, for example EquipmentWeaponBow => Bow // (disabled if no category, e.g. for archer shield slot) EquipmentInfo slotInfo = ((PlayerEquipment)player.equipment).slotInfo[i]; slot.categoryOverlay.SetActive(slotInfo.requiredCategory != ""); string overlay = Utils.ParseLastNoun(slotInfo.requiredCategory); slot.categoryText.text = overlay != "" ? overlay : "?"; if (itemSlot.amount > 0) { // refresh valid item // only build tooltip while it's actually shown. this // avoids MASSIVE amounts of StringBuilder allocations. slot.tooltip.enabled = true; if (slot.tooltip.IsVisible()) { slot.tooltip.text = itemSlot.ToolTip(); } slot.dragAndDropable.dragable = true; // use durability colors? if (itemSlot.item.maxDurability > 0) { if (itemSlot.item.durability == 0) { slot.image.color = brokenDurabilityColor; } else if (itemSlot.item.DurabilityPercent() < lowDurabilityThreshold) { slot.image.color = lowDurabilityColor; } else { slot.image.color = Color.white; } } else { slot.image.color = Color.white; // reset for no-durability items } slot.image.sprite = itemSlot.item.image; // cooldown if usable item if (itemSlot.item.data is UsableItem usable) { float cooldown = player.GetItemCooldown(usable.cooldownCategory); slot.cooldownCircle.fillAmount = usable.cooldown > 0 ? cooldown / usable.cooldown : 0; } else { slot.cooldownCircle.fillAmount = 0; } slot.amountOverlay.SetActive(itemSlot.amount > 1); slot.amountText.text = itemSlot.amount.ToString(); } else { // refresh invalid item slot.tooltip.enabled = false; slot.dragAndDropable.dragable = false; slot.image.color = Color.clear; slot.image.sprite = null; slot.cooldownCircle.fillAmount = 0; slot.amountOverlay.SetActive(false); } } } } else { panel.SetActive(false); } }
void Update() { Player player = Player.localPlayer; if (player) { UIUtils.BalancePrefabs(slotPrefab.gameObject, player.equipment.slots.Count, content); for (int i = 0; i < player.equipment.slots.Count; ++i) { UIEquipmentSlot slot = content.GetChild(i).GetComponent <UIEquipmentSlot>(); slot.dragAndDropable.name = i.ToString(); ItemSlot itemSlot = player.equipment.slots[i]; slot.categoryOverlay.SetActive(player.equipment.slotInfo[i].requiredCategory != ""); string overlay = Utils.ParseLastNoun(player.equipment.slotInfo[i].requiredCategory); slot.categoryText.text = overlay != "" ? overlay : "?"; if (itemSlot.amount > 0) { slot.tooltip.enabled = true; if (slot.tooltip.IsVisible()) { slot.tooltip.text = itemSlot.ToolTip(); } slot.dragAndDropable.dragable = true; if (itemSlot.item.maxDurability > 0) { if (itemSlot.item.durability == 0) { slot.image.color = brokenDurabilityColor; } else if (itemSlot.item.DurabilityPercent() < lowDurabilityThreshold) { slot.image.color = lowDurabilityColor; } else { slot.image.color = Color.white; } } else { slot.image.color = Color.white; } slot.image.sprite = itemSlot.item.image; if (itemSlot.item.data is UsableItem usable) { float cooldown = player.GetItemCooldown(usable.cooldownCategory); slot.cooldownCircle.fillAmount = usable.cooldown > 0 ? cooldown / usable.cooldown : 0; } else { slot.cooldownCircle.fillAmount = 0; } slot.amountOverlay.SetActive(itemSlot.amount > 1); slot.amountText.text = itemSlot.amount.ToString(); } else { slot.tooltip.enabled = false; slot.dragAndDropable.dragable = false; slot.image.color = Color.clear; slot.image.sprite = null; slot.cooldownCircle.fillAmount = 0; slot.amountOverlay.SetActive(false); } } } }