void DisplayInventory() { float sw = Screen.width; float sh = Screen.height; Texture buttonTexture; Texture t; int totalCellsToDisplay = inventoryItems.Count; for (int i = 0; i < totalCellsToDisplay; i++) { InventoryItem ii = inventoryItems [i]; int quantity = ii.quantity; float totalCellLength = sw - (numCells * width); float xcoord = totalCellLength - .5f * totalCellLength + width * i; GameObject go = ii.item; CustomGameObj cgoi = go.GetComponent <CustomGameObj> (); ObjectInteraction oi = go.GetComponent <ObjectInteraction> (); buttonTexture = oi.texture; Rect r = new Rect(xcoord, yPosition * sh, width, height); if (GUI.Button(r, buttonTexture)) { Debug.Log("in GUI.Button.xcoord: " + xcoord); } string s = quantity.ToString(); Rect r2 = new Rect(xcoord, yPosition * sh, width / 2, height / 2); GUIStyle style = new GUIStyle(); GUI.Label(r2, s, "<font bgcolor=yellow color=red></font>"); } }
// Use this for initialization void Start() { gameObjectInfo = this.gameObject.GetComponent<CustomGameObj>(); if (gameObjectInfo) { gameObjectInfo.validate(); } }
// Use this for initialization void Start() { customGameObj = this.GetComponent <CustomGameObj> (); if (customGameObj != null) { customGameObj.validate(); } }
public void Add(InteractiveObj iObj) { ObjectInteraction oi = iObj.OnCloseEnough; switch (oi.interactionType) { case ObjectInteraction.InteractionType.Unique: Insert(iObj); break; case ObjectInteraction.InteractionType.Accumulate: { bool inserted = false; CustomGameObj cgo = iObj.gameObject.GetComponent <CustomGameObj> (); CustomGameObj.CustomObjectType cot = CustomGameObj.CustomObjectType.Invalid; if (cgo != null) { cot = cgo.objectType; // type } for (int i = 0; i < inventoryItems.Count; i++) { CustomGameObj cgoi = inventoryItems[i].item.GetComponent <CustomGameObj> (); CustomGameObj.CustomObjectType coti = CustomGameObj.CustomObjectType.Invalid; if (cgoi != null) { coti = cgoi.objectType; // type } if (cot == coti) //accumulate { inventoryItems [i].quantity++; //deal with mission token MissionToken mt = iObj.gameObject.GetComponent <MissionToken> (); if (mt != null) { missionMgr.Add(mt); iObj.gameObject.SetActive(false); inserted = true; break; } } //if(cot == coti) } //for ( if (!inserted) { Insert(iObj); } } //accumulate break; } //switch }