/// <summary> /// When pressing the equip/use button, we determine which of the two methods to call /// </summary> public virtual void EquipOrUse() { if (CurrentlySelectedInventorySlot.Equippable()) { CurrentlySelectedInventorySlot.Equip(); } if (CurrentlySelectedInventorySlot.Usable()) { CurrentlySelectedInventorySlot.Use(); } }
/// <summary> /// When pressing the equip/use button, we determine which of the two methods to call /// </summary> public virtual void EquipOrUse() { if (CurrentlySelectedInventorySlot.Equippable()) { CurrentlySelectedInventorySlot.Equip(); } if (CurrentlySelectedInventorySlot.Usable()) { //CurrentlySelectedInventorySlot.Use(); MMInventoryEvent.Trigger(MMInventoryEventType.PickTarget, CurrentlySelectedInventorySlot, TargetInventoryDisplay.TargetInventoryName, TargetInventoryDisplay.TargetInventory.Content[CurrentlySelectedInventorySlot.Index], 0, 0); CloseInventory(); } }
public virtual void Equip() { CurrentlySelectedInventorySlot.Equip(); }
/// <summary> /// Handles the inventory related inputs and acts on them. /// </summary> protected virtual void HandleInventoryInput() { // if we don't have a current inventory display, we do nothing and exit if (_currentInventoryDisplay == null) { return; } // if the user presses the 'toggle inventory' key if (Input.GetKeyDown(ToggleInvKey) || Input.GetKeyDown(ToggleInvAltKey)) { // if the inventory is not open if (!InventoryOpen) { OpenInventory(); } // if it's open else { CloseInventory(); } } // if we've only authorized input when open, and if the inventory is currently closed, we do nothing and exit if (InputOnlyWhenOpen && !InventoryOpen) { return; } // previous inventory panel if (Input.GetKeyDown(PrevInvKey) || Input.GetKeyDown(PrevInvAltKey)) { if (_currentInventoryDisplay.GoToInventory(-1) != null) { _currentInventoryDisplay = _currentInventoryDisplay.GoToInventory(-1); } } // next inventory panel if (Input.GetKeyDown(NextInvKey) || Input.GetKeyDown(NextInvAltKey)) { if (_currentInventoryDisplay.GoToInventory(1) != null) { _currentInventoryDisplay = _currentInventoryDisplay.GoToInventory(1); } } // move if (Input.GetKeyDown(MoveKey) || Input.GetKeyDown(MoveAltKey)) { if (CurrentlySelectedInventorySlot != null) { CurrentlySelectedInventorySlot.Move(); } } // equip or use if (Input.GetKeyDown(EquipOrUseKey) || Input.GetKeyDown(EquipOrUseAltKey)) { EquipOrUse(); } // equip if (Input.GetKeyDown(EquipKey) || Input.GetKeyDown(EquipAltKey)) { if (CurrentlySelectedInventorySlot != null) { CurrentlySelectedInventorySlot.Equip(); } } // use if (Input.GetKeyDown(UseKey) || Input.GetKeyDown(UseAltKey)) { if (CurrentlySelectedInventorySlot != null) { CurrentlySelectedInventorySlot.Use(); } } // drop if (Input.GetKeyDown(DropKey) || Input.GetKeyDown(DropAltKey)) { if (CurrentlySelectedInventorySlot != null) { CurrentlySelectedInventorySlot.Drop(); } } }
/// <summary> /// Handles the inventory related inputs and acts on them. /// </summary> protected override void HandleInventoryInput() { // if the user presses the 'toggle inventory' key if (Input.GetKeyDown(ToggleInventoryKey) || Input.GetKeyDown(ToggleInventoryAltKey)) { // if the inventory is not open if (!InventoryOpen) { _isPressed = false; OpenInventory(); } // if it's open else { _isPressed = true; CloseInventory(); _isPressed = false; } } // if we've only authorized input when open, and if the inventory is currently closed, we do nothing and exit if (InputOnlyWhenOpen && !InventoryOpen) { return; } // vendor increase quantity if (Input.GetKeyDown(IncreaseQuantityKey) || Input.GetKeyDown(IncreaseQuantityAltKey)) { IncreaseQuantity(); } // vendor decrease quantity if (Input.GetKeyDown(DecreaseQuantityKey) || Input.GetKeyDown(DecreaseQuantityAltKey)) { DecreaseQuantity(); } // vendor sell if (Input.GetKeyDown(SellKey) || Input.GetKeyDown(SellAltKey)) { SellItem(); } // vendor buy if (Input.GetKeyDown(BuyKey) || Input.GetKeyDown(BuyAltKey)) { BuyItem(); } // vendor toggle inventory if (Input.GetKeyDown(ToggleVendorKey) || Input.GetKeyDown(ToggleVendorAltKey)) { Vendor openedVendor = null; Vendor[] vendors = FindObjectsOfType <Vendor>(); foreach (Vendor vendor in vendors) { if (vendor.enabled && vendor.isOpen) { openedVendor = vendor; } } if (openedVendor != null && openedVendor.canRollBackItems) { if (openedVendor.isVendorRollBackOpen) { OpenVendorInventory(); } else { OpenRollBackVendorInventory(); } } } // previous inventory panel if (Input.GetKeyDown(PrevInvKey) || Input.GetKeyDown(PrevInvAltKey)) { if (_currentInventoryDisplay.GoToInventory(-1) != null) { _currentInventoryDisplay = _currentInventoryDisplay.GoToInventory(-1); } } // next inventory panel if (Input.GetKeyDown(NextInvKey) || Input.GetKeyDown(NextInvAltKey)) { if (_currentInventoryDisplay.GoToInventory(1) != null) { _currentInventoryDisplay = _currentInventoryDisplay.GoToInventory(1); } } // move if (Input.GetKeyDown(MoveKey) || Input.GetKeyDown(MoveAltKey)) { if (!_inVendor && CurrentlySelectedInventorySlot != null) { MoveWithKeyboardJoypad(); } } // equip or use if (Input.GetKeyDown(EquipOrUseKey) || Input.GetKeyDown(EquipOrUseAltKey)) { if (!_inVendor && CurrentlySelectedInventorySlot != null) { EquipOrUse(); } } // split if (Input.GetKeyDown(SplitKey) || Input.GetKeyDown(SplitAltKey)) { if (!_inVendor && CurrentlySelectedInventorySlot != null) { SplitItemStack(); } } // equip if (Input.GetKeyDown(EquipKey) || Input.GetKeyDown(EquipAltKey)) { if (!_inVendor && CurrentlySelectedInventorySlot != null) { CurrentlySelectedInventorySlot.Equip(); } } // use if (Input.GetKeyDown(UseKey) || Input.GetKeyDown(UseAltKey)) { if (!_inVendor && CurrentlySelectedInventorySlot != null) { CurrentlySelectedInventorySlot.Use(); } } // drop if (Input.GetKeyDown(DropKey) || Input.GetKeyDown(DropAltKey)) { if (!_inVendor && CurrentlySelectedInventorySlot != null) { CurrentlySelectedInventorySlot.Drop(); } } }