Esempio n. 1
0
        // <summary>
        /// Performs a slot swap.
        /// </summary>
        /// <returns><c>true</c>, if slot swap was performed, <c>false</c> otherwise.</returns>
        /// <param name="sourceSlot">Source slot.</param>
        public override bool PerformSlotSwap(Object sourceObject)
        {
            // Get the source slot
            UISlotBase sourceSlot = (sourceObject as UISlotBase);

            // Get the source item info
            UIItemInfo sourceItemInfo = null;
            bool       assign1        = false;

            // Check the type of the source slot
            if (sourceSlot is UIItemSlot)
            {
                sourceItemInfo = (sourceSlot as UIItemSlot).GetItemInfo();

                // Assign the source slot by this one
                assign1 = (sourceSlot as UIItemSlot).Assign(this.GetItemInfo());
            }
            else if (sourceSlot is UIEquipSlot)
            {
                sourceItemInfo = (sourceSlot as UIEquipSlot).GetItemInfo();

                // Assign the source slot by this one
                assign1 = (sourceSlot as UIEquipSlot).Assign(this.GetItemInfo());
            }

            // Assign this slot by the source slot
            bool assign2 = this.Assign(sourceItemInfo);

            // Return the status
            return(assign1 && assign2);
        }
Esempio n. 2
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        /// <summary>
        /// Raises the pointer enter event.
        /// </summary>
        /// <param name="eventData">Event data.</param>
        public void OnPointerEnter(PointerEventData eventData)
        {
            if (this.m_HintText == null)
            {
                return;
            }

            // Check if we are dragging
            if (eventData.dragging)
            {
                // Try getting slot base component from the selected object
                UISlotBase slotBase = this.ExtractSlot(eventData);

                // If we have a slot, we should show the hint
                if (slotBase != null)
                {
                    // Show the hint
                    if (this.m_Fading)
                    {
                        this.m_HintText.CrossFadeAlpha(1f, this.m_FadeDuration, true);
                    }
                    else
                    {
                        this.m_HintText.canvasRenderer.SetAlpha(1f);
                    }

                    // Set the hint state
                    this.m_HintState = HintState.Shown;
                }
            }
        }
Esempio n. 3
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        /// <summary>
        /// Performs a slot swap.
        /// </summary>
        /// <param name="targetObject">Target slot.</param>
        public virtual bool PerformSlotSwap(Object targetObject)
        {
            // Get the source slot
            UISlotBase targetSlot = (targetObject as UISlotBase);

            // Get the target slot icon
            Object targetIcon = targetSlot.GetIconAsObject();

            // Assign the target slot with this one
            bool assign1 = targetSlot.Assign(this);

            // Assign this slot by the target slot icon
            bool assign2 = this.Assign(targetIcon);

            // Return the status
            return(assign1 && assign2);
        }
Esempio n. 4
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        /// <summary>
        /// Extracts a base slot based on the event data.
        /// </summary>
        /// <returns>The slot.</returns>
        /// <param name="eventData">Event data.</param>
        private UISlotBase ExtractSlot(PointerEventData eventData)
        {
            if (eventData.pointerPress == null)
            {
                return(null);
            }

            // Try getting slot base component from the selected object
            UISlotBase slotBase = eventData.pointerPress.GetComponent <UISlotBase>();

            // Check if we failed to get a slot from the pressed game object directly
            if (slotBase == null)
            {
                slotBase = eventData.pointerPress.GetComponentInChildren <UISlotBase>();
            }

            return(slotBase);
        }
Esempio n. 5
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        /// <summary>
        /// Raises the drop event.
        /// </summary>
        /// <param name="eventData">Event data.</param>
        public void OnDrop(PointerEventData eventData)
        {
            if (eventData.pointerPress == null)
            {
                return;
            }

            // Try getting slot base component from the selected object
            UISlotBase slotBase = this.ExtractSlot(eventData);

            // Check if we have a slot
            if (slotBase == null)
            {
                return;
            }

            // Determine the type of slot we are dropping here
            if (slotBase is UIItemSlot)
            {
                UIItemSlot itemSlot = (slotBase as UIItemSlot);

                // Make sure the slot we are dropping is valid and assigned
                if (itemSlot != null && itemSlot.IsAssigned())
                {
                    // Try finding a suitable slot to equip
                    UIEquipSlot equipSlot = this.GetSlotByType(itemSlot.GetItemInfo().EquipType);

                    if (equipSlot != null)
                    {
                        // Use the drop event to handle equip
                        equipSlot.OnDrop(eventData);

                        // Hide the hint
                        this.HideHint();

                        // Break out of the method
                        return;
                    }
                }
            }
        }
Esempio n. 6
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        /// <summary>
        /// Assign the specified slot by object.
        /// </summary>
        /// <param name="source">Source.</param>
        public virtual bool Assign(Object source)
        {
            if (source is UISlotBase)
            {
                UISlotBase sourceSlot = source as UISlotBase;

                if (sourceSlot != null)
                {
                    // Assign by sprite or texture
                    if (sourceSlot.GetIconSprite() != null)
                    {
                        return(this.Assign(sourceSlot.GetIconSprite()));
                    }
                    else if (sourceSlot.GetIconTexture() != null)
                    {
                        return(this.Assign(sourceSlot.GetIconTexture()));
                    }
                }
            }

            return(false);
        }
Esempio n. 7
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        public void OnDrop(PointerEventData eventData)
        {
            if (eventData.pointerPress == null)
            {
                return;
            }

            // Try getting slot base component from the selected object
            UISlotBase slotBase = eventData.pointerPress.gameObject.GetComponent <UISlotBase>();

            // Check if we have a slot
            if (slotBase == null)
            {
                return;
            }

            // Determine the type of slot we are dropping here
            if (slotBase is UIItemSlot)
            {
                UIItemSlot itemSlot = (slotBase as UIItemSlot);

                // Make sure the slot we are dropping is valid and assigned
                if (itemSlot != null && itemSlot.IsAssigned())
                {
                    // Try finding a suitable slot to equip
                    UIEquipSlot equipSlot = UIEquipSlot.GetSlotWithType(itemSlot.GetItemInfo().EquipType);

                    if (equipSlot != null)
                    {
                        // Use the drop event to handle equip
                        equipSlot.OnDrop(eventData);
                        return;
                    }
                }
            }
        }
Esempio n. 8
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        /*
         * Creator: Yunzheng Zhou
         * Description:
         *          Performs a item swap from one slot to another slot
         *          The destination slot will varied. if the destination slot is vendor inventory
         *          then it means that the player is trading with vendor.
         *          otherwise swap the items.
         * Parameter: sourceObject object
         * Return a bool value indicating if slot swap was performed
         */
        public override bool PerformSlotSwap(Object sourceObject)
        {
            // Get the source slot
            UISlotBase sourceSlot = (sourceObject as UISlotBase);
            //Debug.Log("Itemslot!");
            // Get the source item info
            UIItemInfo sourceItemInfo = null;
            bool       assign1        = false;
            bool       sourceVendor   = false;
            bool       thisVendor     = false;

            // Check the type of the source slot
            if (sourceSlot is UIItemSlot)
            {
                sourceItemInfo = (sourceSlot as UIItemSlot).GetItemInfo();
                if ((sourceSlot as UIItemSlot).isVendor)
                {
                    sourceVendor = true;
                }
                if (this.isVendor)
                {
                    thisVendor = true;
                }
                Text gold = Inventory.instance.gold.GetComponent <Text>();
                if (sourceVendor && !thisVendor)
                {
                    gold.text = Convert.ToString(Convert.ToInt32(gold.text) + this.GetItemInfo().price);
                }
                if (!sourceVendor && thisVendor)
                {
                    if (gold.text == "0")
                    {
                        return(false);
                    }
                    if (this.GetItemInfo().price > Convert.ToInt32(gold.text))
                    {
                        return(false);
                    }
                    gold.text = Convert.ToString(Convert.ToInt32(gold.text) - this.GetItemInfo().price);
                }
                // Assign the source slot by this one
                assign1 = (sourceSlot as UIItemSlot).Assign(this.GetItemInfo());
                Test_UIItemSlot_Assign sourceItem = sourceSlot.GetComponent <Test_UIItemSlot_Assign>();
                Test_UIItemSlot_Assign Toitem     = this.GetComponent <Test_UIItemSlot_Assign>();
                int id = sourceItem.assignItem;
                sourceItem.assignItem = Toitem.assignItem;
                Toitem.assignItem     = id;

                /*if (sourceItem.assignItem == 0)
                 * {
                 * sourceSlot.Unassign();
                 * }
                 * if (Toitem.assignItem == 0)
                 * {
                 * this.Unassign();
                 * }*/
            }
            else if (sourceSlot is UIEquipSlot)
            {
                sourceItemInfo = (sourceSlot as UIEquipSlot).GetItemInfo();
                if (this.GetItemInfo().gemSlot != (sourceSlot as UIEquipSlot).slotindex)
                {
                    return(false);
                }

                if (this.GetItemInfo().EquipType == 0)
                {
                    return(false);
                }
                // Assign the source slot by this one
                assign1 = (sourceSlot as UIEquipSlot).Assign(this.GetItemInfo());
                if (!assign1)
                {
                    return(false);
                }
                Test_UIEquipSlot_Assign sourceItem = sourceSlot.GetComponent <Test_UIEquipSlot_Assign>();
                Test_UIItemSlot_Assign  Toitem     = this.GetComponent <Test_UIItemSlot_Assign>();
                int id = sourceItem.assignItem;
                sourceItem.assignItem = Toitem.assignItem;
                Toitem.assignItem     = id;
                if ((int)sourceSlot.GetComponent <UIEquipSlot>().equipType == 1)
                {
                    Player.instance.playerController.WeaponState = 1;
                }
                //Debug.Log("source is " + sourceItem.assignItem);
                //Debug.Log("this is " + this + " id is " + Toitem.assignItem);
            }
            //Debug.Log("perform swap");
            // Assign this slot by the source slot
            for (int i = 4; i < 8; i++)
            {
                EquipmentManager.instance.EquipmentUpdate(i);
            }
            bool assign2 = this.Assign(sourceItemInfo);

            //Debug.Log("assign1 is " + assign1 + "assign2 is " + assign2);
            // Return the status
            //Inventory.instance.UpdateInventory();
            return(assign1 && assign2);
        }
Esempio n. 9
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        /// <summary>
        /// Raises the drop event.
        /// </summary>
        /// <param name="eventData">Event data.</param>
        public virtual void OnDrop(PointerEventData eventData)
        {
            // Get the source slot
            UISlotBase source = (eventData.pointerPress != null) ? eventData.pointerPress.GetComponent <UISlotBase>() : null;

            // Make sure we have the source slot
            if (source == null || !source.IsAssigned())
            {
                return;
            }

            // Notify the source that a drop was performed so it does not unassign
            source.dropPreformed = true;

            // Check if this slot is enabled and it's drag and drop feature is enabled
            if (!this.enabled || !this.m_DragAndDropEnabled)
            {
                return;
            }

            // Prepare a variable indicating whether the assign process was successful
            bool assignSuccess = false;

            // Normal empty slot assignment
            if (!this.IsAssigned())
            {
                // Assign the target slot with the info from the source
                assignSuccess = this.Assign(source);

                // Unassign the source on successful assignment and the source is not static
                if (assignSuccess && !source.isStatic)
                {
                    source.Unassign();
                }
            }
            // The target slot is assigned
            else
            {
                // If the target slot is not static
                // and we have a source slot that is not static
                if (!this.isStatic && !source.isStatic)
                {
                    // Check if we can swap
                    if (this.CanSwapWith(source) && source.CanSwapWith(this))
                    {
                        // Swap the slots
                        assignSuccess = source.PerformSlotSwap(this);
                    }
                }
                // If the target slot is not static
                // and the source slot is a static one
                else if (!this.isStatic && source.isStatic)
                {
                    assignSuccess = this.Assign(source);
                }
            }

            // If this slot failed to be assigned
            if (!assignSuccess)
            {
                this.OnAssignBySlotFailed(source);
            }
        }
        /*
         * Creator: Yunzheng Zhou
         * Raises the drop event.
         * Parameter: Event data as a PointerEventData variable
         */
        public virtual void OnDrop(PointerEventData eventData)
        {
            playSFX(onUnclickSFX);
            // Get the source slot
            UISlotBase source = (eventData.pointerPress != null) ? eventData.pointerPress.GetComponent <UISlotBase>() : null;

            // Make sure we have the source slot
            if (source == null || !source.IsAssigned())
            {
                return;
            }

            // Notify the source that a drop was performed so it does not unassign
            source.dropPreformed = true;

            // Check if this slot is enabled and it's drag and drop feature is enabled
            if (!this.enabled || !this.m_DragAndDropEnabled)
            {
                return;
            }

            // Prepare a variable indicating whether the assign process was successful
            bool assignSuccess = false;

            // Normal empty slot assignment
            if (!this.IsAssigned())
            {
                // Assign the target slot with the info from the source
                //UISlotBase tmpslot = this;
                source.Assign(this);
                assignSuccess = this.Assign(source);
                //source.Assign(tmpslot);
                // Unassign the source on successful assignment and the source is not static
                //Debug.Log("disappear" + assignSuccess);
                if (assignSuccess && !source.isStatic)
                {
                    int tmp = 0;
                    if (source is UIEquipSlot)
                    {
                        tmp = (source as UIEquipSlot).GetComponent <Test_UIEquipSlot_Assign>().assignItem;
                        (source as UIEquipSlot).GetComponent <Test_UIEquipSlot_Assign>().assignItem = 0;
                        (source as UIEquipSlot).Assign((source as UIEquipSlot).GetComponent <Test_UIEquipSlot_Assign>().itemDatabase.GetByID(0));
                    }
                    if (this is UIItemSlot)
                    {
                        (this as UIItemSlot).GetComponent <Test_UIItemSlot_Assign>().assignItem = tmp;
                        (this as UIItemSlot).Assign((this as UIItemSlot).GetComponent <Test_UIItemSlot_Assign>().itemDatabase.GetByID(0));
                    }

                    //source.Unassign();
                }
            }
            // The target slot is assigned
            else
            {
                //Debug.Log("isAssigned!");
                // If the target slot is not static
                // and we have a source slot that is not static
                if (!this.isStatic && !source.isStatic)
                {
                    // Check if we can swap
                    if (this.CanSwapWith(source) && source.CanSwapWith(this))
                    {
                        // Swap the slots
                        //Debug.Log("swapperform" + this.CanSwapWith(source) + "swaop" + source.CanSwapWith(this));
                        assignSuccess = source.PerformSlotSwap(this);
                    }
                }
                // If the target slot is not static
                // and the source slot is a static one
                else if (!this.isStatic && source.isStatic)
                {
                    assignSuccess = this.Assign(source);
                }
            }

            // If this slot failed to be assigned
            if (!assignSuccess)
            {
                this.OnAssignBySlotFailed(source);
            }

            // Use the event
            eventData.Use();
            //Inventory.instance.UpdateInventory();
        }