private void _SetInventoryController(IInventoryController obj) { _InventoryController = obj; _InventoryController.BagItemsEvent += _RefreshBag; _InventoryController.EquipItemsEvent += _RefreshEquip; _InventoryController.Refresh(); }
private void _SetInventoryController(IInventoryController obj) { _ReleaseController(); _InventoryController = obj; _InventoryController.EquipItemsEvent += _Reflush; _InventoryController.Refresh(); }
public void Inject(SignalBus bus, IInventoryController inventoryControl, ILootController lootControl) { Model = new WorldModel(bus); instance = this; _inventoryControl = inventoryControl; _lootControl = lootControl; }
private void _SetInventoryController(IInventoryController obj) { _ReleaseController(); _InventoryController = obj; _InventoryController.BagItemsEvent += _InventoryNotifier_AllItemEvent; _InventoryController.Refresh(); }
public void Inject(SignalBus bus, ILoadController loadControl, IInventoryController inventoryView) { bus.Fire(new PlayerSpawned() { player = this }); Debug.Log($"player {gameObject.name} injected"); _loadControl = loadControl; _inventoryControl = inventoryView; }
public ShedController( [NotNull] IRepository <int, IUpgradeHandler> upgradeHandlersRepository, [NotNull] IRepository <int, IUpgradeHandler> defaultHandlers, [NotNull] IRepository <int, IItem> itemsRepository, [NotNull] IInventoryController inventoryController, [NotNull] IUpgradable upgradable) { _upgradeHandlersRepository = upgradeHandlersRepository ?? throw new ArgumentNullException(nameof(upgradeHandlersRepository)); _defaultHandlers = defaultHandlers ?? throw new ArgumentNullException(nameof(defaultHandlers)); _itemsRepository = itemsRepository ?? throw new ArgumentNullException(nameof(itemsRepository)); _inventoryController = inventoryController ?? throw new ArgumentNullException(nameof(inventoryController)); _upgradable = upgradable ?? throw new ArgumentNullException(nameof(upgradable)); _inventoryController.HideInventory(); }
public AlbumsController( IAlbumsController apiAlbumsController, IInventoryController apiInventoryController ) { this.apiAlbumsController = apiAlbumsController; this.apiInventoryController = apiInventoryController; }
public LocationEditViewModel(IInventoryController controller, ILocationEditView view) { _controller = controller; View = view; View.Model = this; InitializeCommands(); }
public InventoryView(IInventoryController controller, Inventory inventory) { this.controller = controller; Inventory = inventory; MouseEnter += InventoryView_MouseEnter; MouseLeave += InventoryView_MouseLeave; InitSlots(); }
public ShedController(Transform placeForUi, ProfilePlayer profilePlayer) { _upgradeHandlersRepository = CreateItemsConfigs(); _inventoryController = CreateItemController(placeForUi); _upgradable = profilePlayer.CurrentCar; _profilePlayer = profilePlayer; Enter(); }
public void Inject(ILoadController loadControl, SignalBus signalBus, IInventoryController inventoryControl) { _loadControl = loadControl; _inventoryControl = inventoryControl; signalBus.Subscribe <ItemLoadedSignal>(ItemLoaded); _signalBus = signalBus; CollectItems(); }
public SupplierEditViewModel(IUnityContainer container, IInventoryController controller, ISupplierEditView view) { _container = container; _controller = controller; View = view; View.Model = this; InitializeCommands(); }
public CategoryEditViewModel(IInventoryController controller, ICategoryEditView view) { _controller = controller; InitializeCommands(); View = view; View.Model = this; }
public ItemEditViewModel(IUnityContainer unityContainer, IItemEditView itemEditView, IInventoryController controller) { _unityContainer = unityContainer; _controller = controller; View = itemEditView; View.Model = this; InitializeCommands(); }
/// <summary> /// Initializes the controller with the necessary information to convert an /// item's state into a functional game object. /// </summary> /// <param name="item"> /// The portable item to wrap this controller around in order to transform /// it into a valid game object. /// </param> /// <param name="inventory"> /// The optional inventory controller this item belongs to. It's perfectly /// valid for an item to not belong to an inventory. /// </param> public void Initialize(PortableItem item, IInventoryController inventory = null) { if (item == null) { throw new System.ArgumentNullException("item cannot be null"); } this.item = item; this.inventory = inventory; this.Orientation = PortableObjectOrientation.Inventory; }
public ShedController( [NotNull] IRepository <int, IUpgradeHandler> upgradeHandlersRepository, [NotNull] IInventoryController inventoryController, [NotNull] IUpgradable upgradable) { _upgradeHandlersRepository = upgradeHandlersRepository ?? throw new ArgumentNullException(nameof(upgradeHandlersRepository)); _inventoryController = inventoryController ?? throw new ArgumentNullException(nameof(inventoryController)); _upgradable = upgradable ?? throw new ArgumentNullException(nameof(upgradable)); }
public InventoryMenuViewModel(IUnityContainer container, IInventoryMenuView view, IInventoryController controller) { _container = container; _controller = controller; InitializeCommands(); View = view; View.Model = this; }
public void SetUp(InventoryItemSlot _myDat, IInventoryController _myCont, bool _updateColor) { myDat = _myDat; myCont = _myCont; updateColor = _updateColor; UpdateAmount(); myCont.inventoryContentsChangedEvent += UpdateAmount; if (updateColor) { switch (myDat.mySlotType) { case InventoryItemSlot.SlotType.output: bg.color = outputColor; break; case InventoryItemSlot.SlotType.input: bg.color = inputColor; break; case InventoryItemSlot.SlotType.storage: bg.color = storageColor; break; case InventoryItemSlot.SlotType.house: bg.color = houseColor; break; case InventoryItemSlot.SlotType.worker: bg.color = workerColor; break; } } }
private void _SetController(IInventoryController obj) { _Controller = obj; }
public override void OnNewFrameDraw2d(Game game_, float deltaTime) { game = game_; if (dataItems == null) { dataItems = new GameDataItemsClient(); dataItems.game = game_; controller = ClientInventoryController.Create(game_); inventoryUtil = game.d_InventoryUtil; } if (game.guistate == GuiState.MapLoading) { return; } DrawMaterialSelector(); if (game.guistate != GuiState.Inventory) { return; } if (ScrollingUpTimeMilliseconds != 0 && (game.platform.TimeMillisecondsFromStart() - ScrollingUpTimeMilliseconds) > 250) { ScrollingUpTimeMilliseconds = game.platform.TimeMillisecondsFromStart(); ScrollUp(); } if (ScrollingDownTimeMilliseconds != 0 && (game.platform.TimeMillisecondsFromStart() - ScrollingDownTimeMilliseconds) > 250) { ScrollingDownTimeMilliseconds = game.platform.TimeMillisecondsFromStart(); ScrollDown(); } PointRef scaledMouse = PointRef.Create(game.mouseCurrentX, game.mouseCurrentY); game.Draw2dBitmapFile("inventory.png", InventoryStartX(), InventoryStartY(), 1024, 1024); //the3d.Draw2dTexture(terrain, 50, 50, 50, 50, 0); //the3d.Draw2dBitmapFile("inventory_weapon_shovel.png", 100, 100, 60 * 2, 60 * 4); //the3d.Draw2dBitmapFile("inventory_gauntlet_gloves.png", 200, 200, 60 * 2, 60 * 2); //main inventory for (int i = 0; i < game.d_Inventory.ItemsCount; i++) { Packet_PositionItem k = game.d_Inventory.Items[i]; if (k == null) { continue; } int screeny = k.Y - ScrollLine; if (screeny >= 0 && screeny < CellCountInPageY) { DrawItem(CellsStartX() + k.X * CellDrawSize, CellsStartY() + screeny * CellDrawSize, k.Value_, 0, 0); } } //draw area selection if (game.d_Inventory.DragDropItem != null) { PointRef selectedInPage = SelectedCell(scaledMouse); if (selectedInPage != null) { int x = (selectedInPage.X) * CellDrawSize + CellsStartX(); int y = (selectedInPage.Y) * CellDrawSize + CellsStartY(); int sizex = dataItems.ItemSizeX(game.d_Inventory.DragDropItem); int sizey = dataItems.ItemSizeY(game.d_Inventory.DragDropItem); if (selectedInPage.X + sizex <= CellCountInPageX && selectedInPage.Y + sizey <= CellCountInPageY) { int c; IntRef itemsAtAreaCount = new IntRef(); PointRef[] itemsAtArea = inventoryUtil.ItemsAtArea(selectedInPage.X, selectedInPage.Y + ScrollLine, sizex, sizey, itemsAtAreaCount); if (itemsAtArea == null || itemsAtAreaCount.value > 1) { c = Game.ColorFromArgb(100, 255, 0, 0); // red } else //0 or 1 { c = Game.ColorFromArgb(100, 0, 255, 0); // green } game.Draw2dTexture(game.WhiteTexture(), x, y, CellDrawSize * sizex, CellDrawSize * sizey, null, 0, c, false); } } IntRef selectedWear = SelectedWearPlace(scaledMouse); if (selectedWear != null) { PointRef p = PointRef.Create(wearPlaceStart[selectedWear.value].X + InventoryStartX(), wearPlaceStart[selectedWear.value].Y + InventoryStartY()); PointRef size = wearPlaceCells[selectedWear.value]; int c; Packet_Item itemsAtArea = inventoryUtil.ItemAtWearPlace(selectedWear.value, game.ActiveMaterial); if (!dataItems.CanWear(selectedWear.value, game.d_Inventory.DragDropItem)) { c = Game.ColorFromArgb(100, 255, 0, 0); // red } else //0 or 1 { c = Game.ColorFromArgb(100, 0, 255, 0); // green } game.Draw2dTexture(game.WhiteTexture(), p.X, p.Y, CellDrawSize * size.X, CellDrawSize * size.Y, null, 0, c, false); } } //material selector DrawMaterialSelector(); //wear //DrawItem(Offset(wearPlaceStart[(int)WearPlace.LeftHand], InventoryStart), inventory.LeftHand[ActiveMaterial.ActiveMaterial], null); DrawItem(wearPlaceStart[WearPlace_.RightHand].X + InventoryStartX(), wearPlaceStart[WearPlace_.RightHand].Y + InventoryStartY(), game.d_Inventory.RightHand[game.ActiveMaterial], 0, 0); DrawItem(wearPlaceStart[WearPlace_.MainArmor].X + InventoryStartX(), wearPlaceStart[WearPlace_.MainArmor].Y + InventoryStartY(), game.d_Inventory.MainArmor, 0, 0); DrawItem(wearPlaceStart[WearPlace_.Boots].X + InventoryStartX(), wearPlaceStart[WearPlace_.Boots].Y + InventoryStartY(), game.d_Inventory.Boots, 0, 0); DrawItem(wearPlaceStart[WearPlace_.Helmet].X + InventoryStartX(), wearPlaceStart[WearPlace_.Helmet].Y + InventoryStartY(), game.d_Inventory.Helmet, 0, 0); DrawItem(wearPlaceStart[WearPlace_.Gauntlet].X + InventoryStartX(), wearPlaceStart[WearPlace_.Gauntlet].Y + InventoryStartY(), game.d_Inventory.Gauntlet, 0, 0); //info if (SelectedCell(scaledMouse) != null) { PointRef selected = SelectedCell(scaledMouse); selected.Y += ScrollLine; PointRef itemAtCell = inventoryUtil.ItemAtCell(selected); if (itemAtCell != null) { Packet_Item item = GetItem(game.d_Inventory, itemAtCell.X, itemAtCell.Y); if (item != null) { int x = (selected.X) * CellDrawSize + CellsStartX(); int y = (selected.Y) * CellDrawSize + CellsStartY(); DrawItemInfo(scaledMouse.X, scaledMouse.Y, item); } } } if (SelectedWearPlace(scaledMouse) != null) { int selected = SelectedWearPlace(scaledMouse).value; Packet_Item itemAtWearPlace = inventoryUtil.ItemAtWearPlace(selected, game.ActiveMaterial); if (itemAtWearPlace != null) { DrawItemInfo(scaledMouse.X, scaledMouse.Y, itemAtWearPlace); } } if (SelectedMaterialSelectorSlot(scaledMouse) != null) { int selected = SelectedMaterialSelectorSlot(scaledMouse).value; Packet_Item item = game.d_Inventory.RightHand[selected]; if (item != null) { DrawItemInfo(scaledMouse.X, scaledMouse.Y, item); } } if (game.d_Inventory.DragDropItem != null) { DrawItem(scaledMouse.X, scaledMouse.Y, game.d_Inventory.DragDropItem, 0, 0); } }
public static void Equip(this IInventoryController gpi, string id) { var guid = new Guid(id); gpi.Equip(guid); }
private void _InventoryControllerSupply(IInventoryController source) { source.BagItemsEvent += _ShowItem; }
private void _ClearInventoryController(IInventoryController obj) { _InventoryController.BagItemsEvent -= _RefreshBag; _InventoryController.EquipItemsEvent -= _RefreshEquip; _InventoryController = null; }
public HomeController(IInventoryController apiInventoryController) { this.apiInventoryController = apiInventoryController; }
public EquipView(IInventoryController controller, Player player) { Player = player; this.controller = controller; SetupGUI(); }