Esempio n. 1
0
    public void SetIntoInventoriesShortcut(UISlotType type, Item item, int slot)
    {
        switch (type)
        {
        case UISlotType.hotbar:
            hotbar[slot] = item;

            if (UI.hotbarUI.initialized)
            {
                UI.SetIconTo(type, item, slot);
            }

            break;

        case UISlotType.inventory:
            inventory[slot] = item;

            if (UI.inventoryUI.initialized)
            {
                UI.SetIconTo(type, item, slot);
            }

            break;
        }
    }
Esempio n. 2
0
    public void MoveInInventory(UISlotType previousType, int previousNumber, Item previousItem, UISlotType nextType, int nextNumber, Item nextItem)
    {
        switch (previousType)
        {
        case UISlotType.hotbar:
            hotbar[previousNumber] = previousItem;
            break;

        case UISlotType.inventory:
            inventory[previousNumber] = previousItem;
            break;
        }

        switch (nextType)
        {
        case UISlotType.hotbar:
            hotbar[nextNumber] = nextItem;
            break;

        case UISlotType.inventory:
            inventory[nextNumber] = nextItem;
            break;
        }

        currentItem = hotbar[GetCurrentItemNum()];
    }
Esempio n. 3
0
    public void RemoveForPlacing(UISlotType type)
    {
        UI.SetIconTo(type, null, GetCurrentItemNum());

        RemoveFromInventory(type, GetCurrentItemNum(), currentItem.gameObject);

        currentItem = hotbar[GetCurrentItemNum()];
    }
Esempio n. 4
0
    public Slot CreateSlot(BaseUI inventory, UISlotType type, Transform soonToBeParent, int slotNumber)
    {
        GameObject clone = Instantiate(Resources.Load("UI/Slot"), soonToBeParent) as GameObject;
        Slot       slot  = clone.GetComponent <Slot>();

        slot.slotNumber = slotNumber;
        slot.slotType   = type;
        slot.inventory  = inventory;
        slot.UI         = this;

        return(slot);
    }
Esempio n. 5
0
    public void RemoveFromInventory(UISlotType type, int slotNumber, GameObject toDestroy)
    {
        switch (type)
        {
        case UISlotType.hotbar:
            hotbar[slotNumber] = null;
            break;

        case UISlotType.inventory:
            inventory[slotNumber] = null;
            break;
        }

        Destroy(toDestroy);
    }
Esempio n. 6
0
    Item FindDuplicates(UISlotType type, Item current)
    {
        Item dupe = null;

        switch (type)
        {
        case UISlotType.hotbar:
            dupe = hotbar.Find(myItem => myItem != null && myItem.getItemName() == current.getItemName() && myItem.getHowMany() < myItem.getStackSize());
            break;

        case UISlotType.inventory:
            dupe = inventory.Find(myItem => myItem != null && myItem.getItemName() == current.getItemName() && myItem.getHowMany() < myItem.getStackSize());
            break;
        }

        return(dupe);
    }
Esempio n. 7
0
    public void SetIconTo(UISlotType type, Item item, int slot)
    {
        List <ItemData> toDelete = new List <ItemData>();

        switch (type)
        {
        case UISlotType.hotbar:
            if (hotbarUI.initialized)
            {
                toDelete.Add(hotbarUI.hotSlots[slot].itemData);
                SetIconFor(UITypes.hotbarUI_hotslots, item, hotbarUI.hotSlots[slot]);
            }

            if (inventoryUI.initialized)
            {
                toDelete.Add(inventoryUI.hotSlots[slot].itemData);
                SetIconFor(UITypes.inventoryUI_hotSlots, item, inventoryUI.hotSlots[slot]);
            }

            if (mechanismUI.initialized)
            {
                toDelete.Add(mechanismUI.hotSlots[slot].itemData);
                SetIconFor(UITypes.mechanismUI_hotSlots, item, mechanismUI.hotSlots[slot]);
            }
            break;

        case UISlotType.inventory:
            if (inventoryUI.initialized)
            {
                toDelete.Add(inventoryUI.invSlots[slot].itemData);
                SetIconFor(UITypes.inventoryUI_invSlots, item, inventoryUI.invSlots[slot]);
            }

            if (mechanismUI.initialized)
            {
                toDelete.Add(mechanismUI.invSlots[slot].itemData);
                SetIconFor(UITypes.mechanismUI_invSlots, item, mechanismUI.invSlots[slot]);
            }
            break;
        }

        foreach (ItemData go in toDelete)
        {
            Destroy(go.gameObject);
        }
    }
Esempio n. 8
0
    public void SetSlotFor(UISlotType slotType, UITypes type, int slotNumber)
    {
        switch (slotType)
        {
        case UISlotType.hotbar:
            switch (type)
            {
            case UITypes.hotbarUI_hotslots:
                hotbarUI.hotSlots.Add(CreateSlot(hotbarUI, slotType, hotbarUI.hotbarGo.transform, slotNumber));
                break;

            case UITypes.inventoryUI_hotSlots:
                inventoryUI.hotSlots.Add(CreateSlot(inventoryUI, slotType, inventoryUI.hotbarGo.transform, slotNumber));
                break;

            case UITypes.mechanismUI_hotSlots:
                mechanismUI.hotSlots.Add(CreateSlot(mechanismUI, slotType, mechanismUI.hotbarGo.transform, slotNumber));
                break;

            default:
                Debug.Log("None set for " + type.ToString());
                break;
            }
            break;

        case UISlotType.inventory:
            switch (type)
            {
            case UITypes.inventoryUI_invSlots:
                inventoryUI.invSlots.Add(CreateSlot(inventoryUI, slotType, inventoryUI.inventoryGo.transform, slotNumber));
                break;

            case UITypes.mechanismUI_invSlots:
                mechanismUI.invSlots.Add(CreateSlot(mechanismUI, slotType, mechanismUI.inventoryGo.transform, slotNumber));
                break;

            default:
                Debug.Log("None set for " + type.ToString());
                break;
            }
            break;
        }
    }