Esempio n. 1
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 public itemInformation(itemInformation zeOther)
 {
     item_name   = zeOther.item_name;
     item_effect = zeOther.item_effect;
     item_type   = zeOther.item_type;
     item_count  = zeOther.item_count;
 }
Esempio n. 2
0
    void Start()
    {
        // Need to clear the data inside inventory!
        itemName_Count_Map.Clear();
        //switch (HeroDataScript.m_playerID)
        //{
        //    case 0:
        //        // Since it is a new game, don't load anything!
        //        break;
        //    default:
        // We shall load it from the SQLite since it is from the load save!
        //Text zeDebugginText = GameObject.Find("DEBUGGINGTEXTUI").GetComponent<Text>();
        checkForRelics = GetComponent <QuestItemScrpt>();
        checkForRelics.resetQuestItemList();
        List <string> myConditions = new List <string>();

        myConditions.Add("PlayerID = " + HeroDataScript.m_playerID);
        List <object> theFieldToTake = new List <object>();

        theFieldToTake.Add((int)1);
        theFieldToTake.Add("LOL");
        theFieldToTake.Add((int)1);
        //Debug.Log("Reading from Table: " + PlayerInventoryTable);
        //zeDebugginText.text = "Reading from Table: " + PlayerInventoryTable;
        string[] allZeStuff = MySQLiteHandler.instance.getAllStringFromTable(PlayerInventoryTable, 3, theFieldToTake, myConditions);
        //zeDebugginText.text = "Successful reading from: " + PlayerInventoryTable;
        //Debug.Log("Successful reading from: " + PlayerInventoryTable);
        foreach (string zeStr in allZeStuff)
        {
            //Debug.Log(PlayerInventoryTable + ": " + zeStr);
            string[] allZeItemStr = zeStr.Split(',');
            // Item Count is int 3rd row, we shall check if that is more than 0. If so, add it to the inventory!
            int zeItemCount;
            int.TryParse(allZeItemStr[2], out zeItemCount);
            if (zeItemCount >= 0)
            {
                // Since the string will be in the 2nd row, we will take that!
                itemInformation zeNewItem = new itemInformation(ItemGeneratorScript.instance.getItemInform(allZeItemStr[1]));

                zeNewItem.item_count = zeItemCount;
                //Debug.Log("Item Count: " + zeNewItem.item_count);
                //Debug.Log("Item Name: " + zeNewItem.item_name);
                //Debug.Log(zeNewItem.item_effect);
                passInInventory(zeNewItem);
            }
        }
        //        break;
        //}
        //Debug.Log("Total Inventory space: " + itemName_Count_Map.Count);
    }
Esempio n. 3
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 public void notifyItemCollected(itemInformation zeQuestItem)
 {
     //Debug.Log("Notifying quest item: " + zeQuestItem.item_name);
     if (zeQuestItem.item_name.Contains(m_questItemName))
     {
         if (zeQuestItem.item_count > 0)
         {
             theQuestItemName.Add(zeQuestItem.item_name);
         }
         //Debug.Log("Successful notify quest item: " + zeQuestItem.item_name);
         //Debug.Log("Total Quest items: " + theQuestItemName.Count);
         //List<string> myConditions = new List<string>();
         //myConditions.Add("PlayerID = " + HeroDataScript.m_playerID);
         //myConditions.Add("ItemName = " + MySQLiteHandler.instance.helpToConvertToSQLString(zeQuestItem.item_name));
         //MySQLiteHandler.instance.saveSpecificResult(tableString, "ItemCount", zeQuestItem.item_count.ToString(), myConditions);
         //if (checkQuestItemsCollected())
         //{
         //    // Then we shall proceed to the next level!
         //    LocalDataSingleton.instance.GoNext();
         //}
     }
 }
Esempio n. 4
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    public bool passInInventory(itemInformation zeItem)
    {
        itemInformation toCheckWhetherItExistInsideInventory;

        // Add to the stacks of items!
        //Debug.Log("Item's name: " + zeItem.item_name);
        if (itemName_Count_Map.TryGetValue(zeItem.item_name, out toCheckWhetherItExistInsideInventory))
        {
            toCheckWhetherItExistInsideInventory.item_count++;
            //Debug.Log("Stacking item: " + zeItem.item_name);
            checkForRelics.notifyItemCollected(zeItem);
            return(true);
        }
        // If still can contain more inventory space, then add it in!
        if (itemName_Count_Map.Count < max_InventorySpace)
        {
            //Debug.Log("Adding item: " + zeItem.item_name);
            checkForRelics.notifyItemCollected(zeItem);
            itemName_Count_Map.Add(zeItem.item_name, zeItem);
            return(true);
        }
        return(false);
    }