public override void Update() { if (_lastState != _state) { _lastState = _state; SetSelectorPos(); SoundManager.PlaySoundEffect("menu_move"); } base.Update(); }
public void Unequip(EquipState item) { if (!shopCon.activeSelf) return; state.CurrentGold += item.sellCost; //// 돈 증가 //if(!inventory.IsFull() && inventory.RemoveItem(item)) //{ // //shop.AddItem(item); //} inventory.RemoveItem(item); }
public bool AddItem(EquipState item, out EquipState prevItem) { for (int i = 0; i < inventorySlots.Length; i++) { if (inventorySlots[i].Item == null) { prevItem = (EquipState)inventorySlots[i].Item; inventorySlots[i].Item = item; return(true); } } prevItem = null; return(false); }
public override void GetControl() { if (!InventoryManager.HasAnyBroom) { Exit = true; return; } base.GetControl(); _state = EquipState.Broom; _lastState = _state; SetSelectorPos(); }
public override void HandleInput() { if (KeyInput.JustPressedRebindableKey(KeyFunctions.Up)) { if (_state == EquipState.Broom) { return; } if (_state >= EquipState.Shoes) { _state = EquipState.Transformer; return; } _state--; } else if (KeyInput.JustPressedRebindableKey(KeyFunctions.Down)) { if (_state >= EquipState.Item) { return; } _state++; } else if (_state >= EquipState.Shoes && KeyInput.JustPressedRebindableKey(KeyFunctions.Right)) { if (_state == EquipState.Key3) { return; } _state++; } else if (_state > EquipState.Shoes && KeyInput.JustPressedRebindableKey(KeyFunctions.Left)) { _state--; } else if (KeyInput.JustPressedRebindableKey(KeyFunctions.Accept)) { UseItem(); } else { base.HandleInput(); } }
public void Equip(EquipState item) { if (state.CurrentGold < item.buyCost) return; EquipState prevItem; if (inventory.AddItem(item, out prevItem)) { if (prevItem != null) { //shop.AddItem(prevItem); } state.CurrentGold -= item.buyCost; } else { //shop.AddItem(item); } }
public void SwitchRig(EquipState _curState) { // Reset the wpn's Sprite Renderer x and y flip values equipment_Holder.GetComponent<SpriteRenderer>().flipX = false; equipment_Holder.GetComponent<SpriteRenderer>().flipY = false; switch (_curState) { case EquipState.DOWN: // Switch to down rig equipState = EquipState.DOWN; // Set Parent... equipment_Holder.transform.SetParent(Weapon_Down, false); // ... and Reset their transform equipment_Holder.transform.localPosition = Vector3.zero; equipment_Holder.transform.localRotation = Quaternion.Euler(0, 0, 0); equipment_Holder.transform.localScale = new Vector3(1, 1, 1); // ... flip X is true for this case, so get the Sprite Renderer equipment_Holder.GetComponent<SpriteRenderer>().flipX = true; // ... then "sort" its sorting layer equipment_Holder.GetComponent<Weapon_SortingLayer>().CheckSortingLayer(wpn_render_Down); // ... tell the Attack Handler what the current active player arms are (for rotation) attk_handler.SetCurrentArms(Weapon_Down.transform.parent.parent); // .. Parent the sightStart to the correct holder sightStart.SetParent(Weapon_Down, false); // ... and reset its Transform sightStart.transform.localPosition = new Vector3(0, 0.12f, 0); sightStart.transform.localRotation = Quaternion.Euler(0, 0, 0); sightStart.transform.localScale = new Vector3(1, 1, 1); break; case EquipState.LEFT: // Switch to LEFT rig equipState = EquipState.LEFT; // Set Parent... equipment_Holder.transform.SetParent(Weapon_Left); // ... and Reset their transform equipment_Holder.transform.localPosition = Vector3.zero; equipment_Holder.transform.localRotation = Quaternion.Euler(0, 0, 0); equipment_Holder.transform.localScale = new Vector3(1, 1, 1); // ... flip X is true for this case, so get the Sprite Renderer equipment_Holder.GetComponent<SpriteRenderer>().flipX = true; // ... then "sort" its sorting layer equipment_Holder.GetComponent<Weapon_SortingLayer>().CheckSortingLayer(wpn_render_Left); // ... tell the Attack Handler what the current active player arms are (for rotation) attk_handler.SetCurrentArms(Weapon_Left.transform.parent.parent); // .. Parent the sightStart to the correct holder sightStart.SetParent(Weapon_Left, false); // ... and reset its Transform sightStart.transform.localPosition = new Vector3(0, 0.18f, 0); sightStart.transform.localRotation = Quaternion.Euler(0, 0, 0); sightStart.transform.localScale = new Vector3(1, 1, 1); break; case EquipState.UP: // Switch to up rig equipState = EquipState.UP; // First Set Parent... equipment_Holder.transform.SetParent(Weapon_Up); // ... and Reset their transform equipment_Holder.transform.localPosition = Vector3.zero; equipment_Holder.transform.localRotation = Quaternion.Euler(0, 0, 0); equipment_Holder.transform.localScale = new Vector3(1, 1, 1); // ... then "sort" its sorting layer equipment_Holder.GetComponent<Weapon_SortingLayer>().CheckSortingLayer(wpn_render_Up); // ... tell the Attack Handler what the current active player arms are (for rotation) attk_handler.SetCurrentArms(Weapon_Up.transform.parent.parent); // .. Parent the sightStart to the correct holder sightStart.SetParent(Weapon_Up, false); // ... and reset its Transform sightStart.transform.localPosition = new Vector3(0, 0.12f, 0); sightStart.transform.localRotation = Quaternion.Euler(0, 0, 0); sightStart.transform.localScale = new Vector3(1, 1, 1); break; case EquipState.RIGHT: // Switch to right rig equipState = EquipState.RIGHT; // Set Parent... equipment_Holder.transform.SetParent(Weapon_Right); // ... and Reset their transform equipment_Holder.transform.localPosition = Vector3.zero; equipment_Holder.transform.localRotation = Quaternion.Euler(0, 0, 0); equipment_Holder.transform.localScale = new Vector3(1, 1, 1); // ... then "sort" its sorting layer equipment_Holder.GetComponent<Weapon_SortingLayer>().CheckSortingLayer(wpn_render_Right); // ... tell the Attack Handler what the current active player arms are (for rotation) attk_handler.SetCurrentArms(Weapon_Right.transform.parent.parent); // .. Parent the sightStart to the correct holder sightStart.SetParent(Weapon_Right, false); // ... and reset its Transform sightStart.transform.localPosition = new Vector3(0, 0.18f, 0); sightStart.transform.localRotation = Quaternion.Euler(0, 0, 0); sightStart.transform.localScale = new Vector3(1, 1, 1); break; default: // Switch to Down rig equipState = EquipState.DOWN; // Set Parent... equipment_Holder.transform.SetParent(Weapon_Down, false); // ... and Reset their transform equipment_Holder.transform.localPosition = Vector3.zero; equipment_Holder.transform.localRotation = Quaternion.Euler(0, 0, 0); equipment_Holder.transform.localScale = new Vector3(1, 1, 1); // ... flip X is true for this case, so get the Sprite Renderer equipment_Holder.GetComponent<SpriteRenderer>().flipX = true; // ... then "sort" its sorting layer equipment_Holder.GetComponent<Weapon_SortingLayer>().CheckSortingLayer(wpn_render_Down); // ... tell the Attack Handler what the current active player arms are (for rotation) attk_handler.SetCurrentArms(Weapon_Down.transform.parent.parent); // .. Parent the sightStart to the correct holder sightStart.SetParent(Weapon_Down, false); // ... and reset its Transform sightStart.transform.localPosition = new Vector3(0, 0.12f, 0); sightStart.transform.localRotation = Quaternion.Euler(0, 0, 0); sightStart.transform.localScale = new Vector3(1, 1, 1); break; } }