public void EquipItem(EquippableItem itemToEquip, InvBaseItem.Slot slotPlaced) { Debug.Log("Adding Item..."); playerLightScript = itemToEquip.GetComponentInChildren<Light>(); if (playerLightScript) { Debug.Log("Item was a light."); playerLightTransform = itemToEquip.transform; relativeLightPosition = playerLightTransform.localPosition; lightRotationOffset = playerLightTransform.localRotation; playerLightScript = playerLightTransform.GetComponentInChildren<Light>(); itemCollider = itemToEquip.interactionZone; } switch(handEquip) { case HandEquipStates.left: if(slotPlaced == InvBaseItem.Slot.RightHand) handEquip = HandEquipStates.both; break; case HandEquipStates.right: if(slotPlaced == InvBaseItem.Slot.LeftHand) handEquip = HandEquipStates.both; break; case HandEquipStates.none: if(slotPlaced == InvBaseItem.Slot.LeftHand) handEquip = HandEquipStates.left; if(slotPlaced == InvBaseItem.Slot.RightHand) handEquip = HandEquipStates.right; break; } SetArmLayerWeight(0f, 0f); }
public void Unequip(EquippableItem item) { if (inventory.CanAddItem(item) && equipmentPanel.RemoveItem(item)) { item.UnEquip(this); notWearInfoDisplay.UpdateStatusInfo(); } }
private string GetTitle(EquippableItem item) { var data = item.Data.Value; var(tier, upgrades) = GameManager.ItemManager.GetTier(item); return ($"<color=#{ColorUtility.ToHtmlStringRGB(tier.Color.ToColor())}>{data.Name}</color><smallcaps><size=60%> ({tier.Name}{new string('+', upgrades)})"); }
public override void ForceEquip(EquippableItem item) { base.ForceEquip(item); if (equippedItemsUI.gameObject.activeSelf == true) { equippedItemsUI.UpdateUI(item.Slot); } }
private void EquipWeapont(EquippableItem newWeapon) { equipment.inventory.Add(equipment.weapon); equipment.weapon.UnEquip(this); equipment.weapon = newWeapon; equipment.weapon.Equip(this); RemoveItemFromInventory(newWeapon); }
public void Unequip(EquippableItem item) { if (Inventory.CanAddItem(item) && EquipmentPanel.RemoveItem(item)) { item.Unequip(this); Inventory.AddItem(item); } }
private FilterViewModelBase GetItemLevelFilterViewModel(EquippableItem equippableItem, SearchQueryRequest searchQueryRequest) { return(this.CreateBindableMinMaxFilterViewModel( x => x.Query.Filters.MiscFilters.ItemLevel, Resources.ItemLevelColumn, equippableItem.ItemLevel, searchQueryRequest.Query.Filters.MiscFilters.ItemLevel)); }
public void Enable(Item item, Vector3 position) { this.GetComponent <RectTransform>().position = position; nameLabel.text = item.name; nameLabel.gameObject.SetActive(true); valueLabel.text = valueText + item.value; valueLabel.gameObject.SetActive(true); if (item.description != null || item.description != "") { descriptionLabel.text = item.description; } if (item is EquippableItem) { EquippableItem ei = (EquippableItem)item; strReqLabel.text = strReqText + ei.requirements.strength; strReqLabel.gameObject.SetActive(true); dexReqLabel.text = dexReqText + ei.requirements.dexterity; dexReqLabel.gameObject.SetActive(true); intReqLabel.text = intReqText + ei.requirements.intelligence; intReqLabel.gameObject.SetActive(true); requirementsLabel.gameObject.SetActive(true); requirementsParent.SetActive(true); } if (item is Weapon) { Weapon w = (Weapon)item; atkLabel.text = atkText + w.damage.ToString(); atkLabel.gameObject.SetActive(true); foreach (ItemModifier mod in w.Modifiers) { TextMeshProUGUI modLabel = Instantiate(modifierExample, modifiersParent.transform).GetComponent <TextMeshProUGUI>(); modLabel.text = mod.type.ToString() + " " + ItemModifier.CalculationMethodToString(mod.calculationMethod) + mod.Value; modifierObjects.Add(modLabel.gameObject); modLabel.gameObject.SetActive(true); } modifiersLabel.gameObject.SetActive(true); modifiersParent.SetActive(true); } if (item is Armor) { Armor a = (Armor)item; defLabel.text = defText + a.defence.ToString(); atkLabel.gameObject.SetActive(true); } gameObject.SetActive(true); }
public async Task LoadAsyncShouldSetIsEnabledToFalseForExchangeQueryRequest() { var item = new EquippableItem(ItemRarity.Normal); var searchQueryRequest = new ExchangeQueryRequest(); await this.advancedFiltersViewModel.LoadAsync(item, searchQueryRequest, default); Assert.IsFalse(this.advancedFiltersViewModel.IsEnabled); }
protected void SetUpTooltipButton(EquippableItem item) { tooltipButton.gameObject.SetActive(true); tooltipButton.onClick.AddListener(() => { tooltipManager.tooltip.SetActive(true); RenderTooltip(item); } ); }
private string GetLayer(EquippableItem item) { if (item.GetType() == typeof(Armor)) { Armor armor = item as Armor; return(armor.Layer); } return("First"); }
public void ParseShouldParseNotCorrupted() { string[] itemStringLines = this.itemStringBuilder .BuildLines(); EquippableItem result = this.ItemParser.Parse(itemStringLines) as EquippableItem; Assert.IsFalse(result.IsCorrupted); }
public void ParseShouldParseIdentified() { string[] itemStringLines = this.itemStringBuilder .BuildLines(); EquippableItem result = this.ItemParser.Parse(itemStringLines) as EquippableItem; Assert.IsTrue(result.IsIdentified); }
public async Task CreateAsyncShouldSetItemRarity() { var itemListingsQueryResult = new ItemListingsQueryResult(); var item = new EquippableItem(ItemRarity.Rare); ItemListingsViewModel result = await this.itemListingsViewModelFactory.CreateAsync(item, itemListingsQueryResult); Assert.That(result.ItemRarity, Is.EqualTo(item.Rarity)); }
private void EquipmentPanelRightClick(ItemSlot itemSlot) { EquippableItem equippableItem = itemSlot.Item as EquippableItem; if (equippableItem != null) { Unequip((EquippableItem)itemSlot.Item); } }
private void InventoryRightClick(ItemSlot itemSlot) { EquippableItem equippableItem = itemSlot.Item as EquippableItem; if (equippableItem != null) { Equip((EquippableItem)itemSlot.Item); } }
private FilterViewModelBase GetInfluenceFilterViewModel(EquippableItem equippableItem, SearchQueryRequest searchQueryRequest) { Expression <Func <SearchQueryRequest, IFilter> > bindingExpression = GetInfluenceBindingExpression(equippableItem.Influence); return(new BindableFilterViewModel(bindingExpression) { Text = equippableItem.Influence.GetDisplayName(), IsEnabled = bindingExpression.Compile().Invoke(searchQueryRequest) is BoolOptionFilter boolOptionFilter ? boolOptionFilter.Option : (bool?)null });
public void UnequipItem(string id) { EquippableItem item = (EquippableItem)GameItemLoader.instance.FetchItemByID(id); if (WearingItem(item)) { equipment.Unequip(item); } }
private void EquipFromInventory(ItemSlot itemSlot) { EquippableItem equippableItem = itemSlot.Item as EquippableItem; if (equippableItem != null) { Equip(equippableItem); } }
public void OpenInventory(EquipmentButton button = null) { clickedEquipment = null; HideSelectedItemCursor(); ShowSubMenu(inventorySubMenu); UpdateStats(); SetInventory(button); UpdateMiniStatPanel(); }
private void ShowToolTip(ItemSlot itemSlot) { EquippableItem equippableItem = itemSlot.Item as EquippableItem; if (equippableItem != null) { itemTooltip.ShowTooltip(equippableItem); } }
public void Unequip(EquippableItem item) { if (!inventory.IsFull() && equipmentPanel.RemoveItem(item)) //Inventory is not full { item.Unequip(this); statPanel.UpdateStatValues(); //Update value after unequiping inventory.AddItem(item); //Add item back to inventory } }
public void AddMesh(EquippableItem item, string layer) { SkinnedMeshRenderer newMesh = Instantiate(item.Prefab.GetComponentInChildren <SkinnedMeshRenderer>()); newMesh.transform.parent = targetMesh.transform; newMesh.bones = targetMesh.bones; newMesh.rootBone = targetMesh.rootBone; currentMeshes[layer][item.EquipmentType] = newMesh; }
private void Unequip(ItemSlot itemSlot) { EquippableItem equippableItem = itemSlot.Item as EquippableItem; if (equippableItem != null) { Unequip(equippableItem); } }
public void InitEquippableItemPanel(EquippableItem item) { gameObject.SetActive(true); currItem = item; currContainer = currItem.bonusStats; PrintData(); }
public void UnEquip(EquippableItem item) { if (inventory.CanAddItem(item) && equipmentPanel.RemoveItem(item)) { item.UnEquip(this); //statPanel.UpdateStatValues(); inventory.AddItem(item); } }
private void Equip(ItemSlots itemSlot) { EquippableItem equippableItem = itemSlot.Item as EquippableItem; if (equippableItem != null) { Equip(equippableItem, 0); } }
private void WeaponInHandAction() { WeaponInHand = true; itemAudio = Hand.transform.GetChild(0).GetComponent <ItemBase>().itemClip; //同步武器攻擊力 20190318 EquippableItem w_attack = Hand.transform.GetChild(0).GetComponent <ItemBase>().setting as EquippableItem; _player.AddWeaponAttack(w_attack.Damge); }
public void UnEquip(EquippableItem item) { if (!inventory.isFull() && equipmentPanel.RemoveItem(item)) { item.Unequip(this); statPanel.UpdateStatValues(); inventory.AddItem(item); } }
public bool removeItem(EquippableItem item) { if (items.Remove(item)) { inventoryType.refreshUIByClickButton(); return(true); } return(false); }
/* private bool IsInventoryNull() * { * for (int i = 0; i < inventory.ItemSlots.Count; i++) * { * if (inventory.ItemSlots[i].Item != null) * { * return false; * } * } * return true; * } * * private bool IsEquippedPanelNull() * { * for (int i = 0; i < equippedItemsPanel.equippedItemSlots.Length; i++) * { * if (equippedItemsPanel.equippedItemSlots[i].Item != null) * { * return false; * } * } * return true; * }*/ /* private void InventoryLeftClick(BaseItemSlot itemSlot) * { * if (unit != null) * { * selectedItemSlot = itemSlot; * * if (itemSlot.Item != null) * { * if (itemSlot.Item is EquippableItem) * { * EquippableItem equippableItem = (EquippableItem)itemSlot.Item; * if (inventory.RemoveItem(itemSlot.Item) && equippedItemsPanel.AddItem(equippableItem)) * { * unit.unitItems.Add(equippableItem); * } * else * { * Debug.Log("No more space in unit"); * inventory.AddItem(equippableItem); * } * } * else * { * // add consumable to the unit inventory (dont use) * } * } * } * // AfterRightClickEvent(); * }*/ /* private void EquippedItemsPanelLeftClick(BaseItemSlot itemSlot) * { * if (unit != null) * { * selectedItemSlot = itemSlot; * if (itemSlot.Item != null) * { * EquippableItem equippableItem = (EquippableItem)itemSlot.Item; * if (inventory.CanAddItem(itemSlot.Item) && equippedItemsPanel.RemoveItem(equippableItem)) * { * // equippedItemsPanel.RemoveItem(equippableItem); * inventory.AddItem(equippableItem); * equippedItemsPanel.RemoveItem(equippableItem); * unit.unitItems.Remove(equippableItem); * } * else * { * equippedItemsPanel.AddItem(equippableItem); * } * } * } * } * * // item in inventory can be some other type, not nec equippable so need to check if its equippable only then will equip * private void InventoryRightClick(BaseItemSlot itemSlot) * { * selectedItemSlot = itemSlot; * // Debug.Log(itemSlot.Item); * // AfterInventoryRightClickEvent(); * if (itemSlot.Item != null) * { * if (itemSlot.Item is EquippableItem) * { * Equip((EquippableItem)itemSlot.Item); * } * else if (itemSlot.Item is UsableItem) * { * UsableItem usableItem = (UsableItem)itemSlot.Item; * usableItem.Use(this); * * if (usableItem.IsConsumable) * { * itemSlot.Amount--; * // inventory.RemoveItem(usableItem); * usableItem.Destroy(); * } * } * } * AfterRightClickEvent(); * }*/ /* private void EquippedItemPanelRightClick(BaseItemSlot itemSlot) * { * selectedItemSlot = itemSlot; * if (itemSlot.Item != null) * { * if (itemSlot.Item is EquippableItem) * { * Unequip((EquippableItem)itemSlot.Item); * } * } * AfterRightClickEvent(); * }*/ #endregion private void PersonalInventoryLeftClick(BaseItemSlot itemSlot) { selectedItemSlot = itemSlot; ItemSlotData previousItemSlotData = unit.unitInventory.Find(x => { if (x.Item is EquippableItem) { return(((EquippableItem)x.Item).equipped); } return(false); }); if (unit == null || itemSlot.Item == null) { return; } if (itemSlot.Item is EquippableItem) { EquippableItem currItem = (EquippableItem)itemSlot.Item; if (previousItemSlotData != null) { EquippableItem prevItem = (EquippableItem)previousItemSlotData.Item; Unequip(prevItem); previousItem = prevItem; foreach (ItemSlot _itemSlot in unitPersonalInventory.ItemSlots) { if (_itemSlot.Item == previousItem) { _itemSlot.itemName.color = Color.white; } } } if (!currItem.equipped && (previousItem == null || previousItem != currItem)) { Equip(currItem); itemSlot.itemName.color = itemSlot.equippedColor; } else { Unequip(currItem); itemSlot.itemName.color = Color.white; } unit.UpdateUI(); unit.AssignInventory(unitPersonalInventory.GetOccupiedItemSlots()); } else if (itemSlot.Item is UsableItem) { currUsableItemSlot = itemSlot; usableItemConfirmationPanel.SetActive(true); usableItemConfirmationPanel.GetComponent <RectTransform>().position = Input.mousePosition; } previousItem = null; }
void OnDisable() { Screen.showCursor = true; Screen.lockCursor = false; detachableInteractionXforms.enabled = false; SelectedItem = null; cursorOver = null; lookCursor.gameObject.SetActive(false); if (playerLightScript) { playerLightTransform.localRotation = lightRotationOffset; } }
void FixedUpdate() { if(charController.velocity.magnitude < 0.1f) detachableInteractionXforms.enabled = true; Ray _ray = new Ray(cameraTransform.position, cameraTransform.forward); cursorOver = getSelectedObject(_ray); interactibleObject = null; SelectedItem = null; if(cursorOver) { EquippableItem item = cursorOver.gameObject.GetComponent<EquippableItem>(); interactibleObject = cursorOver.gameObject.GetComponent<ObjectController>(); if (item) { SelectedItem = item; cursorRenderer.material = selectedCursorMaterial; cursorParticles.Emit(1); } else if (interactibleObject) { cursorRenderer.material = selectedCursorMaterial; ////// popup for action? I.e. switch, door... } else { SelectedItem = null; } } if (playerLightScript) playerLightTransform.rotation = Quaternion.LookRotation(_ray.direction); }