void DisableButtonEquiped(Equip_Position position) { string equipedID = ""; switch (position) { case Equip_Position.Head: equipedID = GameManager.Instance.player.criatura.equipment.head.ID_string; break; case Equip_Position.Body: equipedID = GameManager.Instance.player.criatura.equipment.body.ID_string; break; case Equip_Position.Arms: equipedID = GameManager.Instance.player.criatura.equipment.arms.ID_string; break; case Equip_Position.Legs: equipedID = GameManager.Instance.player.criatura.equipment.legs.ID_string; break; } for (var x = 0; x < storage_ID.Length; x++) { if (storage_ID[x] == equipedID) { inventarioT.GetChild(x).GetComponent <Button>().interactable = false; } else { inventarioT.GetChild(x).GetComponent <Button>().interactable = true; } } inventarioT.gameObject.SetActive(true); }
public IEnumerator MostrarPieza(Equip_Position posi, Action <bool> ended) { dissolve_material.SetFloat("_Level", 1f); switch (posi) { case Equip_Position.Head: Menu.Instance.visor_player1.headgear.material = dissolve_material; break; case Equip_Position.Body: Menu.Instance.visor_player1.body.material = dissolve_material; break; case Equip_Position.Arms: Menu.Instance.visor_player1.arm_left.material = dissolve_material; Menu.Instance.visor_player1.arm_right.material = dissolve_material; break; case Equip_Position.Legs: Menu.Instance.visor_player1.leg_left.material = dissolve_material; Menu.Instance.visor_player1.leg_right.material = dissolve_material; break; } yield return(StartCoroutine(DisolverAnim())); switch (posi) { case Equip_Position.Head: Menu.Instance.visor_player1.headgear.material = null; break; case Equip_Position.Body: Menu.Instance.visor_player1.body.material = null; break; case Equip_Position.Arms: Menu.Instance.visor_player1.arm_left.material = null; Menu.Instance.visor_player1.arm_right.material = null; break; case Equip_Position.Legs: Menu.Instance.visor_player1.leg_left.material = null; Menu.Instance.visor_player1.leg_right.material = null; break; } ended(true); }
IEnumerator VisualizarScroll(Equip_Position equipList, Action <bool> ended) { if (equipList != currentEquipView && GameManager.Instance.player != null) { currentEquipView = equipList; DeselectLastItem(); string equipedID = ""; foreach (Transform t in inventarioT) //Limpiar casillas previas { Destroy(t.gameObject); } inventarioT.gameObject.SetActive(false); inventarioT.localPosition = Vector3.zero; switch (equipList) { case Equip_Position.Head: actualList = SortListByQuality(Items.Instance.inventory_headgear); equipedID = GameManager.Instance.player.criatura.equipment.head.ID_string; CanvasBase.Instance.ShowItemInfo(GameManager.Instance.player.criatura.equipment.head.ID_string); break; case Equip_Position.Body: actualList = SortListByQuality(Items.Instance.inventory_bodies); equipedID = GameManager.Instance.player.criatura.equipment.body.ID_string; CanvasBase.Instance.ShowItemInfo(GameManager.Instance.player.criatura.equipment.body.ID_string); break; case Equip_Position.Arms: actualList = SortListByQuality(Items.Instance.inventory_arms); equipedID = GameManager.Instance.player.criatura.equipment.arms.ID_string; CanvasBase.Instance.ShowItemInfo(GameManager.Instance.player.criatura.equipment.arms.ID_string); break; case Equip_Position.Legs: actualList = SortListByQuality(Items.Instance.inventory_legs); equipedID = GameManager.Instance.player.criatura.equipment.legs.ID_string; CanvasBase.Instance.ShowItemInfo(GameManager.Instance.player.criatura.equipment.legs.ID_string); break; } storage_ID = new string[actualList.Count]; int n = 0; foreach (Equipable_Item e in actualList) { yield return(Colocar_Pieza_Slider(e.ID_string, n)); n++; //yield return new WaitForEndOfFrame(); } if (n > 1) { float distance = Vector3.Distance(inventarioT.GetChild(0).localPosition, inventarioT.GetChild(1).localPosition); clampLeft = -distance * n + distance; } else { clampLeft = 0; } ended(true); } }
public Vector3 Posi(Equip_Position equip_position, int playerN) { Vector3 v = Vector3.zero; switch (equip_position) { case Equip_Position.Head: v = Menu.Instance.GetPlayerVisor(playerN).headgear.transform.position; break; case Equip_Position.Body: v = Menu.Instance.GetPlayerVisor(playerN).body.transform.position; break; case Equip_Position.Arms: v = (Menu.Instance.GetPlayerVisor(playerN).arm_right.transform.position + Menu.Instance.GetPlayerVisor(playerN).arm_left.transform.position) / 2; break; case Equip_Position.Legs: v = (Menu.Instance.GetPlayerVisor(playerN).leg_right.transform.position + Menu.Instance.GetPlayerVisor(playerN).leg_left.transform.position) / 2; break; default: v = Menu.Instance.GetPlayerVisor(playerN).body.transform.position; break; } return(v); }
public void BTN_ConfirmarVenta() { switch (currentEquipView) { case Equip_Position.Head: if (Items.Instance.inventory_headgear.Count > 1) { Items.Instance.inventory_headgear.Remove(selectedItem); currentEquipView = Equip_Position.None; BTN_HEAD(); } break; case Equip_Position.Body: if (Items.Instance.inventory_bodies.Count > 1) { Items.Instance.inventory_bodies.Remove(selectedItem); currentEquipView = Equip_Position.None; BTN_BODY(); } break; case Equip_Position.Arms: if (Items.Instance.inventory_arms.Count > 1) { Items.Instance.inventory_arms.Remove(selectedItem); currentEquipView = Equip_Position.None; BTN_ARMS(); } break; case Equip_Position.Legs: if (Items.Instance.inventory_legs.Count > 1) { Items.Instance.inventory_legs.Remove(selectedItem); currentEquipView = Equip_Position.None; BTN_LEGS(); } break; } print("Lo has vendido, chamo: " + selectedItem.ID); GuardarInventarioDB(); transform.Find("ConfirmarVenta").gameObject.SetActive(false); }
public string GetRandomItemID(Equip_Position posi, int rareLvl) { Equipable_Item newItem = new Equipable_Item(); switch (posi) //Equip Position { case Equip_Position.Head: newItem = headgear_list[Random.Range(0, (headgear_list.Count - 1) / 3)]; break; case Equip_Position.Body: newItem = bodies_list[Random.Range(0, (bodies_list.Count - 1) / 3)]; break; case Equip_Position.Arms: newItem = arms_list[Random.Range(0, (arms_list.Count - 1) / 3)]; break; case Equip_Position.Legs: newItem = legs_list[Random.Range(0, (legs_list.Count - 1) / 3)]; break; } int rarity = Mathf.Clamp(rareLvl, 1, 5); int fuerza = 1; int vida = 1; int skill = 1; int luck = 1; for (var x = 0; x < 5; x++) { switch (Random.Range(1, 5)) { case 1: fuerza++; break; case 2: vida++; break; case 3: skill++; break; case 4: luck++; break; } } string skills = GenerateNewSkills(); newItem.ID_string = newItem.ID.ToString() + rarity.ToString() + vida.ToString() + fuerza.ToString() + skill.ToString() + luck.ToString() + skills; return(newItem.ID_string); }
void OnEnable() { swaping = false; currentEquipView = Equip_Position.None; BTN_HEAD(); }