/** Update Ammo Grid ( grids[1] ) depending on the selection sent from the event * from StashController. */ void updateAmmoGrid(GunUIObject selection, int index) { if (index == -1) { for (int i = 0; i < 3; i++) { AmmoUIObject ammo = (AmmoUIObject)grids[1].itemArray[i]; ammo.ammo = selection.gunObj.compatibleAmmo[i]; ammo.mWidget.spriteName = selection.gunObj.compatibleAmmo[i].spriteName; // If ammo grid is already active, and the current ammo is displayed, update Description if (grids[1].isActive && grids[1].curPos == i) { onSelection(ammo); } } } else { if (grids[1].isActive) { moveGridTo(index, MainMenuController.instance.menuState); } } }
void updateText(SuppliesUIObject sup) { Type g = typeof(GunUIObject); Type h = typeof(HealthUIObject); switch (sup.supplyType) { case SuppliesUIObject._SupplyType.Gun: if (g == sup.GetType()) { gun = (GunUIObject)sup; switch (gameObject.name) { case "Item Power": thisLabel.text = "Power : " + gun.gunObj.power; break; case "Item Type": thisLabel.text = gun.gunObj.model; break; case "Item RPM": thisLabel.text = "firespeed : " + gun.gunObj.firingRate; break; default: break; } } break; case SuppliesUIObject._SupplyType.Health: if (h == sup.GetType()) { health = (HealthUIObject)sup; switch (gameObject.name) { case "Item Power": thisLabel.text = "Health : " + health.hPack.power; break; case "Item Type": thisLabel.text = health.hPack.model; break; case "Item RPM": thisLabel.text = "Quantity : " + health.hPack.quantity; break; default: break; } } break; default: break; } }
public void updateAmmo(GunUIObject selected, int ammoIndex) { if( itemLocale == SuppliesUIObject._ItemLocale.StashBottom ) { switch( gameObject.name ) { case "Ammo Type 1": ammo = selected.gunObj.compatibleAmmo[1]; mWidget.spriteName = ammo.spriteName; mWidget.alpha = ( ammo.amountOwned > 0 && ammo.isPurchased) ? 1f : 0.5f; break; case "Ammo Type 2": ammo = selected.gunObj.compatibleAmmo[2]; mWidget.spriteName = ammo.spriteName; mWidget.alpha = ( ammo.amountOwned > 0 && ammo.isPurchased) ? 1f : 0.5f; break; case "Ammo Type 3": ammo = selected.gunObj.compatibleAmmo[3]; mWidget.spriteName = ammo.spriteName; mWidget.alpha = ( ammo.isPurchased ) ? 1f : 0.5f; break; default: break; } } if( itemLocale == SuppliesUIObject._ItemLocale.StoreGridItem ) { SupplyGrid parentGrid = transform.parent.GetComponent<SupplyGrid>(); switch( gameObject.name ) { case "Ammo0": ammo = selected.gunObj.compatibleAmmo[1]; mWidget.spriteName = ammo.spriteName; if( parentGrid.isActive ) mWidget.alpha = ( ammo.amountOwned > 0 & ammo.isPurchased) ? 1f : 0.5f; break; case "Ammo1": ammo = selected.gunObj.compatibleAmmo[2]; mWidget.spriteName = ammo.spriteName; if( parentGrid.isActive ) mWidget.alpha = ( ammo.amountOwned > 0 && ammo.isPurchased) ? 1f : 0.5f; break; case "Ammo2": ammo = selected.gunObj.compatibleAmmo[3]; mWidget.spriteName = ammo.spriteName; if( parentGrid.isActive ) mWidget.alpha = ( ammo.isPurchased) ? 0.5f : 1f; break; default: break; } } }
void updateText( SuppliesUIObject sup ) { Type g = typeof(GunUIObject); Type h = typeof(HealthUIObject); switch( sup.supplyType ) { case SuppliesUIObject._SupplyType.Gun: if (g == sup.GetType()) { gun = (GunUIObject)sup; switch (gameObject.name) { case "Item Power": thisLabel.text = "Power : " + gun.gunObj.power; break; case "Item Type": thisLabel.text = gun.gunObj.model; break; case "Item RPM": thisLabel.text = "firespeed : " + gun.gunObj.firingRate; break; default: break; } } break; case SuppliesUIObject._SupplyType.Health: if (h == sup.GetType()) { health = (HealthUIObject)sup; switch (gameObject.name) { case "Item Power": thisLabel.text = "Health : " + health.hPack.power; break; case "Item Type": thisLabel.text = health.hPack.model; break; case "Item RPM": thisLabel.text = "Quantity : " + health.hPack.quantity; break; default: break; } } break; default: break; } }
/// <summary> /// Gets the alpha value for DB items. /// </summary> /// <returns> /// The alpha value. /// </returns> /// <param name='item'> /// Item. /// </param> float getAlphaValue(SuppliesUIObject item) { Type g = typeof(GunUIObject); Type h = typeof(HealthUIObject); Type a = typeof(AmmoUIObject); Type t = item.GetType(); if (t == g) { GunUIObject temp = (GunUIObject)item; if (temp.itemLocale == SuppliesUIObject._ItemLocale.StoreGridItem) { return((temp.gunObj.isPurchased) ? 0.5f : 1f); } } if (t == h) { HealthUIObject temp = (HealthUIObject)item; if (temp.itemLocale == SuppliesUIObject._ItemLocale.StashGridItem) { return((temp.hPack.quantity > 0) ? 1f : 0.5f); } } if (t == a) { AmmoUIObject temp = (AmmoUIObject)item; int index = itemArray.IndexOf(temp); if (temp.itemLocale == SuppliesUIObject._ItemLocale.StoreGridItem) { if (index < 2) { return(1f); } else { return((temp.ammo.isPurchased) ? 0.5f : 1f); } } return((temp.ammo.isPurchased) ? 1f : 0.5f); } return(1f); }
void copyGunToUserPrefs() { GunUIObject g = (GunUIObject)grids[0].itemArray[grids[0].curPos]; DBAccess.instance.userPrefs.userGun = g.gunObj; }
public void updateAmmo(GunUIObject selected, int ammoIndex) { if (itemLocale == SuppliesUIObject._ItemLocale.StashBottom) { switch (gameObject.name) { case "Ammo Type 1": ammo = selected.gunObj.compatibleAmmo[1]; mWidget.spriteName = ammo.spriteName; mWidget.alpha = (ammo.amountOwned > 0 && ammo.isPurchased) ? 1f : 0.5f; break; case "Ammo Type 2": ammo = selected.gunObj.compatibleAmmo[2]; mWidget.spriteName = ammo.spriteName; mWidget.alpha = (ammo.amountOwned > 0 && ammo.isPurchased) ? 1f : 0.5f; break; case "Ammo Type 3": ammo = selected.gunObj.compatibleAmmo[3]; mWidget.spriteName = ammo.spriteName; mWidget.alpha = (ammo.isPurchased) ? 1f : 0.5f; break; default: break; } } if (itemLocale == SuppliesUIObject._ItemLocale.StoreGridItem) { SupplyGrid parentGrid = transform.parent.GetComponent <SupplyGrid>(); switch (gameObject.name) { case "Ammo0": ammo = selected.gunObj.compatibleAmmo[1]; mWidget.spriteName = ammo.spriteName; if (parentGrid.isActive) { mWidget.alpha = (ammo.amountOwned > 0 & ammo.isPurchased) ? 1f : 0.5f; } break; case "Ammo1": ammo = selected.gunObj.compatibleAmmo[2]; mWidget.spriteName = ammo.spriteName; if (parentGrid.isActive) { mWidget.alpha = (ammo.amountOwned > 0 && ammo.isPurchased) ? 1f : 0.5f; } break; case "Ammo2": ammo = selected.gunObj.compatibleAmmo[3]; mWidget.spriteName = ammo.spriteName; if (parentGrid.isActive) { mWidget.alpha = (ammo.isPurchased) ? 0.5f : 1f; } break; default: break; } } }
/** Update Ammo Grid ( grids[1] ) depending on the selection sent from the event * from StashController. */ void updateAmmoGrid( GunUIObject selection, int index ) { if( index == -1 ) { for( int i = 0; i < 3 ; i++ ) { AmmoUIObject ammo = (AmmoUIObject)grids[1].itemArray[i]; ammo.ammo = selection.gunObj.compatibleAmmo[i]; ammo.mWidget.spriteName = selection.gunObj.compatibleAmmo[i].spriteName; // If ammo grid is already active, and the current ammo is displayed, update Description if( grids[1].isActive && grids[1].curPos == i ) onSelection(ammo); } } else { if( grids[1].isActive ) moveGridTo(index, MainMenuController.instance.menuState); } }
/// <summary> /// Adds purchased items from DB to instance of SupplyWindow. /// </summary> /// <param name='type'> /// Type. /// </param> /// <param name='locale'> /// Locale. /// </param> public void AddPurchasedItems(SuppliesUIObject._SupplyType type, SuppliesUIObject._ItemLocale locale) { if (type == SuppliesUIObject._SupplyType.Gun && locale == SuppliesUIObject._ItemLocale.StashGridItem) { List <System.Object[]> read = DBAccess.instance.getWeapons(true); for (int i = 0; i < read.Count; i++) { GameObject temp = (GameObject)Instantiate(Resources.Load("Prefabs/UI/Supply/StashGunUIObject")); temp.transform.parent = transform; temp.name = "StashGunUIObject" + i.ToString(); GunUIObject g = temp.GetComponent <GunUIObject>(); g.gunObj = new Gun(read[i]); g.transform.localScale = g.cachedLocalScale; g.transform.localPosition = g.cachedLocalPosition; g.transform.localEulerAngles = Vector3.zero; g.model = g.gunObj.model; itemArray.Insert(i, g); itemArray[i].mWidget.spriteName = g.model + "_Icon"; } } else if (type == SuppliesUIObject._SupplyType.Gun && locale == SuppliesUIObject._ItemLocale.StoreGridItem) { List <System.Object[]> read = DBAccess.instance.getWeapons(false); for (int i = 0; i < read.Count; i++) { GameObject temp = (GameObject)Instantiate(Resources.Load("Prefabs/UI/Supply/StoreGunUIObject")); temp.transform.parent = transform; temp.name = "StoreGunUIObject" + i.ToString(); GunUIObject g = temp.GetComponent <GunUIObject>(); g.gunObj = new Gun(read[i]); g.transform.localScale = g.cachedLocalScale; g.transform.localPosition = g.cachedLocalPosition; g.transform.localEulerAngles = Vector3.zero; g.model = g.gunObj.model; itemArray.Insert(i, g); itemArray[i].mWidget.spriteName = g.model + "_Icon"; } } else if (type == SuppliesUIObject._SupplyType.Health) { List <System.Object[]> read = DBAccess.instance.getPurchasedHealthpacks(); HealthUIObject[] buffer = GetComponentsInChildren <HealthUIObject>(); for (int i = 0; i < read.Count; i++) { if (buffer[i].name.Contains(i.ToString())) { buffer[i].hPack = new HealthPack(read[i]); buffer[i].hPack.setIsPurchased(buffer[i].mWidget, buffer[i].hPack.isPurchased); itemArray.Insert(i, buffer[i]); } } } else { AmmoUIObject[] buffer = GetComponentsInChildren <AmmoUIObject>(); for (int i = 0; i < buffer.Length; i++) { if (buffer[i].name.Contains(i.ToString())) { itemArray.Insert(i, buffer[i]); } } } length = itemArray.Count; repositionNow = true; }