public void Cancel() { ItemToUnstack = null; InventoryBehaviour = null; scrollBar.onValueChanged.RemoveListener(OnScrollbarValueChanged); gameObject.SetActive(false); }
// Use this for initialization void Start() { stage = "available"; storage = canvas.GetComponentInChildren <InventoryBehavior>(); dumpSpawn = GameObject.FindGameObjectWithTag("DumpSpawnPoint"); canvas.SetActive(false); }
// Use this for initialization void Start() { agent = GetComponent <NavMeshAgent>(); inventoryBehavior = GameObject.Find("InventoryDisplay").GetComponent <InventoryBehavior>(); inventoryBehavior.parentCharacterBehavior = this; animator = GetComponent <Animator>(); }
// When user press e in front of the station public void gotInteracted() { if (stage == "available") { inventory = interactionState.startState(canvas); storage.setother(inventory); inventory.setother(storage); stage = "watingForPickedItems"; } }
internal void Init(Item item, InventoryBehavior inventoryBehavior) { ItemToUnstack = item; InventoryBehaviour = inventoryBehavior; scrollBar = gameObject.GetComponentInChildren <Scrollbar>(); scrollBar.onValueChanged.AddListener(OnScrollbarValueChanged); scrollBar.value = 0.5f; SelectedAmount = (float)Math.Floor(ItemToUnstack.Quantity * scrollBar.value); scrollBar.onValueChanged.Invoke(0.5f); }
// When user press e in front of the station public void gotInteracted() { mainCanvas.SetActive(true); inventory = interactionState.startState(canvas); trash.setother(inventory); inventory.setother(trash); inventory.makeAvailableToTransfer(true); trash.makeAvailableToTransfer(true); GameObject s = trash.allSlots[0]; Event e = Event.current; EventSystem.current.SetSelectedGameObject(s); stage = "watingForPickedItems"; }
public void Start(GameObject _parent) { if (this.m_launcher == null) { this.m_launcher = _parent.GetComponent <LauncherBehavior>(); } if (this.m_componentSelector == null) { this.m_componentSelector = _parent.GetComponent <ConfigurationSelectorBehavior>(); } if (this.m_inventory == null) { this.m_inventory = _parent.GetComponent <InventoryBehavior>(); } this.m_parent = _parent; }
// Called when the player already got a recipe public string gotInteracted(InventoryBehavior inventory, string thisteam) { if (team == thisteam) { List <string> ids = inventory.getAllIds(); int i = 0; foreach (string id in ids) { if (item_requirement == id) { inventory.deleteSlot(i); isAssignedToTeam = false; team = ""; setTeamFlag(); photonView.RPC("updateNetwork", PhotonTargets.OthersBuffered, team, item_requirement, isAssignedToTeam); return(item_requirement); } i++; } } return(""); }
public void gotInteracted(InventoryBehavior inventory, Text message, Image bg) { mess = message; bgMess = bg; Item i = GetComponent <Item>(); if (inventory.AddItem(i)) { photonView.RPC("hideAndShowIngre", PhotonTargets.AllBuffered); //string ingredientName = this.gameObject.GetComponent<Item>().id; //mess.text = string.Format("Added {0} into inventory", ingredientName); } else { mess.text = string.Format("Need more room in inventory"); bgMess.enabled = true; Invoke("ClearText", 3); } //bgMess.enabled = true; //Invoke("ClearText", 2); }
public void setother(InventoryBehavior ib) { other = ib; }
public void setInteractacState(InteractionState iState, GameObject instr_icons) { interactionState = iState; inventory = iState.inventory; perm_icons = instr_icons; }