Esempio n. 1
0
        public void OnEndDrag(PointerEventData eventData)
        {
            // return if there is no assigned cell
            if (Cell == null)
            {
                return;
            }

            // get object below mouse
            GameObject currentRaycast = eventData.pointerCurrentRaycast.gameObject;

            if (currentRaycast)
            {
                if (currentRaycast.tag == "ToolbarSlot")
                {
                    // get toolbar cell below mouse
                    ToolbarCellUI toolbarCell = currentRaycast.GetComponent <ToolbarCellUI>() ?? currentRaycast.GetComponentInChildren <ToolbarCellUI>() ?? currentRaycast.GetComponentInParent <ToolbarCellUI>();
                    int           index       = toolbarCell.index;

                    // if can set assigned cell's item to toolbar
                    if (InventorySystem.CanSetToolbarItem(index, Cell, out toolbarCell))
                    {
                        if (toolbarCell.Cell != null)
                        {
                            // swap cells
                            InventoryCellUI cell = Cell;

                            SetCell(toolbarCell.Cell);
                            toolbarCell.SetCell(cell);
                        }
                        else
                        {
                            // move cell
                            toolbarCell.SetCell(Cell);
                            ClearCell();
                        }
                    }
                }
            }
            else
            {
                // reset cell
                Cell.toolbarIndex = -1;
                ClearCell();
            }

            // reset position etc.
            transform.position         = startPosition;
            canvasGroup.blocksRaycasts = true;
            canvasGroup.alpha          = 1f;
        }
Esempio n. 2
0
        public void OnEndDrag(PointerEventData eventData)
        {
            if (item == null)
            {
                return;
            }

            // used to know if player wants to drop item, if true player won't drop item
            bool setToolbar = false;
            // get object below mouse
            GameObject currentRaycast = eventData.pointerCurrentRaycast.gameObject;

            if (currentRaycast)
            {
                if (currentRaycast.tag == "InventorySlot")
                {
                    // get inventory cell below mouse
                    InventoryCellUI target = currentRaycast.gameObject.GetComponent <InventoryCellUI>();
                    // swap current cell with target cell ^
                    Player.localPlayer.CmdSwapItems(new Vector2Byte(indexPosition), new Vector2Byte(target.indexPosition));

                    ToolbarCellUI currentCell = InventorySystem.GetToolbarCell(toolbarIndex);
                    ToolbarCellUI targetCell  = InventorySystem.GetToolbarCell(target.toolbarIndex);

                    // swap toolbar indexes
                    int nToolbarIndex = toolbarIndex;
                    toolbarIndex        = target.toolbarIndex;
                    target.toolbarIndex = nToolbarIndex;

                    // swap toolbar cells
                    currentCell?.SetCell(target);
                    targetCell?.SetCell(this);
                }
                else if (currentRaycast.tag == "ToolbarSlot")
                {
                    // get toolbar cell below mouse
                    ToolbarCellUI toolbarCell = currentRaycast.GetComponent <ToolbarCellUI>() ?? currentRaycast.GetComponentInChildren <ToolbarCellUI>() ?? currentRaycast.GetComponentInParent <ToolbarCellUI>();
                    int           index       = toolbarCell.index;

                    // if can set current item to toolbar
                    if (InventorySystem.CanSetToolbarItem(index, this, out toolbarCell))
                    {
                        // clear toolbar
                        InventorySystem.ClearToolbarItem(toolbarIndex);
                        // don't drop item
                        setToolbar = true;
                        // assing cell toolbarIndex
                        toolbarIndex = index;
                        // set toolbarCell to this
                        toolbarCell.SetCell(this);
                    }
                }
            }

            // drop item if mouse position X is lower than inventory panel position X (left side) and toolbarIndex == false
            if (!setToolbar && eventData.position.x < InventorySystem.Instance.dropItemPositionX)
            {
                Player.localPlayer.CmdDropItem(new Vector2Byte(indexPosition));
            }

            // reset position etc.
            transform.position         = startPosition;
            canvasGroup.blocksRaycasts = true;
            canvasGroup.alpha          = 1f;
        }