Esempio n. 1
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 protected void AddItemForUI(UIInventory uIInventory)
 {
     foreach (Item item in characterItems)
     {
         uIInventory.AddNewItem(item);
     }
 }
Esempio n. 2
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    public void SpawnInventory()
    {
        UIInventory newInv = Instantiate(invPrefab);

        newInv.transform.SetParent(transform, false);
        newInv.transform.position = Input.mousePosition;
    }
Esempio n. 3
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    private void Awake()
    {
        instance      = this; // Singleton
        sprites_items = new Image[5];

        sprites_items[0] = (GameObject.FindGameObjectWithTag("slot_1")
                            .GetComponent <Image>());
        sprites_items[1] = (GameObject.FindGameObjectWithTag("slot_2")
                            .GetComponent <Image>());
        sprites_items[2] = (GameObject.FindGameObjectWithTag("slot_3")
                            .GetComponent <Image>());
        sprites_items[3] = (GameObject.FindGameObjectWithTag("slot_4")
                            .GetComponent <Image>());
        sprites_items[4] = (GameObject.FindGameObjectWithTag("slot_5")
                            .GetComponent <Image>());

        window_slots    = new Image[5];
        window_slots[0] = GameObject.FindGameObjectWithTag("window_slot_1")
                          .GetComponent <Image>();
        window_slots[1] = GameObject.FindGameObjectWithTag("window_slot_2")
                          .GetComponent <Image>();
        window_slots[2] = GameObject.FindGameObjectWithTag("window_slot_3")
                          .GetComponent <Image>();
        window_slots[3] = GameObject.FindGameObjectWithTag("window_slot_4")
                          .GetComponent <Image>();
        window_slots[4] = GameObject.FindGameObjectWithTag("window_slot_5")
                          .GetComponent <Image>();
        item_name.text = "";

        inventory_container.SetActive(false);
        actionButtonsText.text = "";
    }
Esempio n. 4
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 private void Awake()
 {
     itemImage     = this.gameObject.GetComponent <Image>();
     selectedItem  = GameObject.Find("SelectedItem").GetComponent <UIItem>();
     toolTipObject = GameObject.Find("ItemToolTip");
     toolTip       = GameObject.Find("ItemToolTipText").GetComponent <ItemToolTip>();
     ui            = GameObject.Find("InventoryPanel").GetComponent <UIInventory>();
 }
Esempio n. 5
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 public void Start()
 {
     gameObject.GetComponent <Animator>().runtimeAnimatorController = item.ani;
     if (inventory is null)
     {
         inventory = FindObjectOfType <UIInventory>();
     }
     StartCoroutine(AssignHitBox());
 }
Esempio n. 6
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    /// <summary>
    /// 只要是使用过的道具,都要进入背包
    /// 使用标记来区分是否显示在界面的背包中
    /// </summary>
    /// <param name="data"></param>
    public void AddProp(PropData data)
    {
        m_allProps.Add(data.Id, data);

        if (data.GetData <PropGetAction>("how_to_get") == PropGetAction.INVENTORY)
        {
            UIInventory.AddProp(data);
        }
    }
Esempio n. 7
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    private void Start()
    {
        uIInventory = GameObject.FindGameObjectWithTag("UIInventory").GetComponent <UIInventory>();

        selectedItem = 0;

        // 9 is the amount items this iventory can hold
        storedItems = new StoredItem[9];
    }
    private void Awake()
    {
        itemDatabase = FindObjectOfType <ItemDatabase>();
        string     inventoryName = craftInventory ? "CraftInventory" : "StoreInventory";
        GameObject hud           = GameObject.FindGameObjectWithTag("HUD");
        GameObject inventory     = hud.transform.Find(inventoryName).gameObject;

        inventoryUI = inventory.GetComponent <UIInventory>();
    }
Esempio n. 9
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 public UIInventory()
 {
     // assign singleton only once (to work with DontDestroyOnLoad when
     // using Zones / switching scenes)
     if (singleton == null)
     {
         singleton = this;
     }
 }
Esempio n. 10
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    public UIInventory PerformSelectCorrectInventoryUI(Item item)
    {
        UIInventory uIInventory = FindObjectOfType <ConsumableInventory>().GetUIInventory();

        if (IsCraftingItem(item))
        {
            uIInventory = FindObjectOfType <CraftingInventory>().GetUIInventory();
        }
        return(uIInventory);
    }
Esempio n. 11
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    void Start()
    {
        playerController = GetComponentInParent <PlayerController>();
        currentArmor     = armor.GetComponent <PlayerArmor>();
        currentWeapon    = playerController.gameObject.GetComponentInChildren <PlayerWeapon>();
        inventoryUI      = FindObjectOfType <UIInventory>();

        storedArmor.Add(currentArmor.currentArmor);
        storedWeapons.Add(currentWeapon.currentWeapon);
    }
Esempio n. 12
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 private void Start()
 {
     uIInventory = GetComponentInParent <UIInventory>();
     //quantityText = transform.parent.GetComponentInChildren<Text>();
     //spriteImage = GetComponent<Image>();
     itemQuantityFull    = false;
     inventory           = FindObjectOfType <Inventory>();
     inventoryController = FindObjectOfType <InventoryUIController>();
     UpdateItem(null, 0);
 }
Esempio n. 13
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    public void SetupFor(EquipableItem item, UIInventory inv)
    {
        m_Item      = item;
        m_Text.text = item.ItemName;

        m_SlotSelected.onClick.AddListener(() =>
        {
            inv.OnEquipmentSelected(item);
        });
    }
Esempio n. 14
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    public UIInventory SelectCorrectInventoryUI(string itemName)
    {
        Item        item        = itemDatabase.GetItem(itemName);
        UIInventory uIInventory = FindObjectOfType <ConsumableInventory>().GetUIInventory();

        if (IsCraftingItem(item))
        {
            uIInventory = FindObjectOfType <CraftingInventory>().GetUIInventory();
        }
        return(uIInventory);
    }
Esempio n. 15
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    private void InitUI()
    {
        GameObject UICanvas = GameObject.Find("UICanvas/UI");

        GameObject uiObj = GameObject.Instantiate <GameObject>(Resources.Load(UIPREFAB_PATH) as GameObject);

        uiObj.transform.SetParent(UICanvas.transform, false);
        UIInventory = uiObj.AddComponent <UIInventory>();

        // test
        //UIInventory.AddProp(new PropData(105));
    }
Esempio n. 16
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    // Use this for initialization
    void Awake()
    {
        Input.backButtonLeavesApp = true;
        self        = this;
        colorMap[0] = Color.green;
        colorMap[1] = Color.blue;
        colorMap[2] = new Color(0f, 1f, 1f);
        colorMap[3] = Color.black;
        colorMap[4] = Color.red;
        colorMap[5] = new Color(1f, 0f, 1f);
        colorMap[6] = new Color(1f, 1f, 0f);
        Mesh tileMesh = TilePrefab.GetComponent <MeshFilter>().sharedMesh;

        baseMainVerts = tileMesh.vertices;
        convertToSides(tileMesh, baseMainVerts, ref sideVerts);
        tileMesh.vertices = baseMainVerts;
        sideView          = false;
        inventory         = new Inventory(GameObject.FindGameObjectWithTag("inventory"), false);
        equipment         = new Inventory(GameObject.FindGameObjectWithTag("equipS"), true);

        myCam   = GameObject.FindGameObjectWithTag("Cam2").GetComponent <Camera> ();
        mainCam = GameObject.FindGameObjectWithTag("MainCamera").GetComponent <Camera> ();

        soundUI    = myCam.transform.GetChild(1).GetComponent <AudioSource> ();
        soundEquip = myCam.transform.GetChild(2).GetComponent <AudioSource> ();

        playerLocation = GameObject.FindGameObjectWithTag("Player").GetComponent <Transform> ();
        //playerAnim = playerLocation.GetComponent<Animator> ();
        //playerFollowL = GameObject.FindGameObjectWithTag ("PlayerFollow").GetComponent<Transform> ();
        UIInventory.SetActive(false);
        UINormal.SetActive(false);
        UIEdit.SetActive(false);
        UIMove.SetActive(false);
        UIChat.SetActive(false);
        UIStats.SetActive(false);
        UIHaS.SetActive(false);
        UICompass.SetActive(false);
        UIOptions.SetActive(false);
        chCam         = chatCam.GetComponent <Camera> ();
        chCam.enabled = false;
        //chatCam.SetActive (false);
        selBox  = GameObject.FindGameObjectWithTag("selectBox");
        selCirc = GameObject.FindGameObjectWithTag("selectCircle");
        selBox.SetActive(false);
        selCirc.SetActive(false);
        selectBox = selBox;
        foreach (EnemyType type in Enum.GetValues(EnemyType.archer.GetType()))
        {
            GameObject prefab = Resources.Load <GameObject>("Prefabs/enemy/" + type.ToString());
            enemyPrefabs.Add(type, prefab);
        }
    }
Esempio n. 17
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    public void RemoveProp(int id)
    {
        if (m_allProps.ContainsKey(id))
        {
            PropData data = m_allProps[id];
            m_allProps.Remove(id);

            if (data.GetData <PropGetAction>("how_to_get") == PropGetAction.INVENTORY)
            {
                UIInventory.RemoveProp(id);
            }
        }
    }
Esempio n. 18
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        protected override void OnInitialize(ModuleConfiguration configuration)
        {
            if (InventoryPrefab == null)
            {
                InventoryPrefab = Resources.Load <GameObject>(DEFAULT_INVENTORY_PREFAB).GetComponent <UIInventory>();
            }

            InventoryConfig containerConfig = configuration as InventoryConfig;

            Rows = containerConfig.Rows;
            Cols = containerConfig.Cols;

            Storage = new InventorySpace(SlotCount);
        }
Esempio n. 19
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 public void OpenCloseContainer()
 {
     if (InventoryPanel == null)
     {
         InventoryPanel = UIPanel.InstantiatePanel(InventoryPrefab) as UIInventory;
         InventoryPanel.CreateInventoryGrid(this);
         UIManager.Manager.AddPanel(InventoryPanel);
     }
     else
     {
         UIManager.Manager.RemovePanel(InventoryPanel);
         InventoryPanel = null;
     }
 }
 private void Awake()
 {
     if (SceneManager.GetActiveScene().buildIndex == 1)
     {
         player      = GameObject.FindGameObjectWithTag("Player");
         abilities   = player.GetComponent <PlayerAbilities>();
         health      = player.GetComponent <PlayerHealth>();
         exp         = player.GetComponent <PlayerExperience>();
         equip       = player.GetComponent <PlayerEquip>();
         movement    = player.GetComponent <PlayerMovement>();
         inventory   = GameObject.Find("Inventory").GetComponent <Inventory>();
         uiInventory = GameObject.Find("InventoryPanel").GetComponent <UIInventory>();
         abilityBar  = GameObject.Find("AbilityBarPanel").GetComponent <UIAbilityBar>();
         //skillCanvas = GameObject.Find("SkillPanel").GetComponent<SkillCanvas>();
     }
 }
    public UIItemController(UIItemData data)
    {
        m_Data = data;
        m_GameManager = TDCGameManager.GetInstance();
        m_Inventory = UIInventory.GetInstance();

        m_EffectManager = new EffectManager();
        m_EffectManager.LoadEffect(m_Data.EffectPath);
        m_EffectManager.RegisterCondition("CanActiveEffect", CanActiveEffect);

        m_EffectManager.RegisterExcuteMethod("PrintDebug", PrintDebug);
        m_EffectManager.RegisterExcuteMethod("CreateObjectEffect", CreateObjectEffect);
        m_EffectManager.RegisterExcuteMethod("DropItSelfEffect", DropItSelfEffect);
        m_EffectManager.RegisterExcuteMethod("AddValueEffect", AddValueEffect);
        m_EffectManager.RegisterExcuteMethod("SubtractValueEffect", SubtractValueEffect);
    }
Esempio n. 22
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    private void Awake()
    {
        Instance = this;

        inventoryUIItemList.SetActive(false);
        inventoryUICategoryList.SetActive(false);
        inventoryUISelected.SetActive(false);

        for (int i = 0; i < (int)ItemCategory.LengthOfEnum; i++)
        {
            GameObject   obj  = Instantiate(categoryItemPrefab, categoryListParent);
            CategoryItem item = obj.GetComponent <CategoryItem>();
            item.Set((ItemCategory)i);
            allCategories.Add(item);
        }
    }
Esempio n. 23
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        private void SetupInventory()
        {
            IUIPanel    mainInventoryPanel = UIManager.Instance.MainInventoryUIPanel;
            UIInventory uiMainInventory    = mainInventoryPanel.TheTransform.GetComponent <UIInventory>();
            IInventory  mainInventory      = InventoryManager.Instance.GetInventoryByUUID(inventory_uuid);

            uiMainInventory.InventoryUUID = mainInventory.InventoryUUID;
            uiMainInventory.SetupSlots();

            IUIPanel    actionBarPanel       = UIManager.Instance.ActionBarUIPanel;
            UIInventory uiActionBarInventory = actionBarPanel.TheTransform.GetComponent <UIInventory>();
            IInventory  actionBarInventory   = InventoryManager.Instance.GetInventoryByUUID(actionBayInventory_uuid);

            uiActionBarInventory.InventoryUUID = actionBarInventory.InventoryUUID;
            uiActionBarInventory.SetupSlots();
        }
Esempio n. 24
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    private void InitUIInventory()
    {
        Canvas canvas = GetComponentInParent <Canvas>();

        UIInventory = new UIInventory(
            inventoryName: InventoryName,
            dragAreaIndicator: UIInventory_Panel.UIInventoryDragAreaIndicator,
            dragProcessor: DragProcessor_UIInventoryItem,
            canvasDistance: canvas.planeDistance,
            gridSize: GridSize, // UI units
            rows: Rows,
            columns: Columns,
            x_Mirror: X_Mirror,
            z_Mirror: Z_Mirror,
            unlockedPartialGrids: UnlockPartialGrids,
            unlockedGridCount: UnlockedGridCount,
            dragOutDrop: DragOutDrop,
            enableScreenClamp: EnableScreenClamp,
            enableLog: false,
            toggleUIInventoryKeyDownHandler: () => Input.GetKeyDown(ToggleKey), // Toggle uiInventory
            rotateItemKeyDownHandler: () => Input.GetKeyDown(KeyCode.R),        // Rotate uiInventory item
            instantiateUIInventoryGridHandler: (parent) => Instantiate(UIInventoryGridPrefab, parent).GetComponent <UIInventoryGrid>(),
            instantiateUIInventoryItemHandler: (parent) => Instantiate(UIInventoryItemPrefab, parent).GetComponent <UIInventoryItem>(),
            instantiateUIInventoryItemGridHandler: (parent) => Instantiate(UIInventoryItemGridPrefab, parent).GetComponent <UIInventoryItemGrid>(),
            instantiateUIInventoryItemVirtualOccupationQuadHandler: (parent) => Instantiate(UIInventoryVirtualOccupationQuadPrefab, parent).GetComponent <UIInventoryVirtualOccupationQuad>()
            );

        UIInventory.ToggleDebugKeyDownHandler = () => Input.GetKeyDown(KeyCode.BackQuote); // Toggle debug log
        UIInventory.ToggleUIInventoryCallback = ToggleUIInventory;                         // toggle uiInventory callback
        UIInventory.ToggleDebugCallback       = null;

        UIInventory_Panel.Init(UIInventory,
                               delegate(UIInventoryItem item)
        {
            //Debug.Log($"On Mouse Hover UIInventoryItem {item.name}");
            UIInventory_Panel.UIInventoryItemInfoPanel.Show();
            UIInventory_Panel.UIInventoryItemInfoPanel.Initialize(item.InventoryItem.ItemContentInfo);
        },
                               delegate(UIInventoryItem item)
        {
            //Debug.Log($"On Mouse Leave UIInventoryItem {item.name}");
            UIInventory_Panel.UIInventoryItemInfoPanel.Hide();
        });
        UIInventory_Panel.gameObject.SetActive(false);
        UIInventoryManager.Instance.AddInventory(UIInventory);
    }
Esempio n. 25
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    void Start()
    {
        playerWeaponController = gameObject.GetComponent <PlayerWeaponController> ();
        //moveHorizontal = "moveHorizontal" + playerNumber;
        //moveVertical = "moveVertical" + playerNumber;

        cursorPointer = Instantiate(cursorPointerPrefab);
        //cursorPointer.GetComponent<SpriteRenderer> ().color = playerColor;
        cursorPointer.SetActive(true);

        minimapIndicator = Instantiate(minimapIndicator, transform.position + new Vector3(0f, -3.5f, 0f), Quaternion.Euler(-90f, 180f, 0f), transform) as GameObject;
        //minimapIndicator.GetComponentInChildren<Image> ().color = playerColor;

        //playerIndicator.color = playerColor;

        SetColor(playerColor);

        //setup controller and key buttons in UI.
        uiInventory = UIInventory.Instance;

        if (playerNumber == 1)
        {
            playerControllerButtons  = uiInventory.ControllerButtonsP1;
            playerKeyboardButtons    = uiInventory.KeyboardButtonsP1;
            generalControllerButtons = uiInventory.ControllerButtonsGeneral;
            generalKeyboardButtons   = uiInventory.KeyboardButtonsGeneral;
            foreach (Image img in playerControllerButtons)
            {
                img.gameObject.SetActive(false);
            }
        }

        if (playerNumber == 2)
        {
            ToggleInput();
        }

        /*
         * HorizontalAxis = "Horizontal" + playerNumber;
         * VerticalAxis = "Vertical" + playerNumber;
         * ControllerTurningHorizontalAxis = "TurningControllerHorizontal" + playerNumber;
         * ControllerTurningVerticalAxis = "TurningControllerVertical" + playerNumber;
         * ControllerMovingHorizontalAxis = "MovingControllerHorizontal" + playerNumber;
         * ControllerMovingVerticalAxis = "MovingControllerVertical" + playerNumber;
         */
    }
Esempio n. 26
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 // Start is called before the first frame update
 public void SetItem(UIItem item)
 {
     if (null == item)
     {
         if (null != this.item)
         {
             this.item.transform.SetParent(null, false);
             Object.Destroy(this.item.gameObject);
         }
         this.item = null;
         return;
     }
     this.item           = item;
     this.item.inventory = this.inventory;
     item.transform.SetParent(transform, false);
     item.transform.localPosition = Vector3.zero;
     item.rectTransform.sizeDelta = new Vector2(rectTransform.rect.width, rectTransform.rect.height);
 }
Esempio n. 27
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 private void Update()
 {
     if (Input.GetKeyDown("space") && isGrabable && UIInventory.thisUIInventory.GetEmptySlot() >= 0)
     {
         isGrabable = true;
         UIInventory.addOrder(spriteOrder);
         InitialPosition.IsAvailable = true;
         Destroy(this.gameObject);
     }
     if (isGrabable)
     {
         thisGameObject.color = new Color(1, 1, 1, 1f);
     }
     else
     {
         thisGameObject.color = new Color(1, 1, 1, .4f);
     }
 }
Esempio n. 28
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 void Awake()
 {
     m_Instance = this;
 }
    protected override void Start()
    {
        base.Start ();

        m_Inventory 	= UIInventory.GetInstance ();

        m_Inventory.SetPlayer(this);

        UIManager.Instance.Init(this);
    }