void UpdateView_DungeonMapAndItems() { int dungeonNum = WorldInfo.Instance.DungeonNum; bool hasMap = _inventory.HasMapForDungeon(dungeonNum); bool hasCompass = _inventory.HasCompassForDungeon(dungeonNum); if (hasMap) { Item item = _inventory.GetItem("Map"); InventoryViewItemMapping mapping = item.GetComponent <InventoryViewItemMapping>(); DoRenderItem(item, mapping); } if (hasCompass) { Item item = _inventory.GetItem("Compass"); InventoryViewItemMapping mapping = item.GetComponent <InventoryViewItemMapping>(); DoRenderItem(item, mapping); } // Dungeon Map View.ShouldDungeonMapRevealVisitedRooms = true; View.ShouldDungeonMapRevealUnvisitedRooms = false; View.ShouldDungeonMapRevealTriforceRoom = false; View.UpdateDungeonMap(); }
public void SetTextureForMappedItem(Texture texture, InventoryViewItemMapping mapping, bool isEquippedItemB = false) { if (mapping.Type == InventoryViewItemMapping.TypeEnum.Triforce) { return; } GameObject itemSlot; if (isEquippedItemB) { itemSlot = _itemEquippedB; if (itemSlot == null) { Debug.LogError("Null itemSlot for itemEquippedB"); return; } } else { itemSlot = GetItemSlotForMapping(mapping); if (itemSlot == null) { Debug.LogError("Null itemSlot for mapping: " + mapping.ToString()); return; } } SetTextureForItemSlot(itemSlot, texture); }
void DoRenderItem(Item item, InventoryViewItemMapping mapping, bool isEquippedItemB = false) { Texture texture = item.GuiSpriteTexture; if (texture == null) { Debug.LogError("Null texture for Item: " + item.name); return; } View.SetTextureForMappedItem(texture, mapping, isEquippedItemB); }
void UpdateView_EquippedItemB() { Item item = _inventory.EquippedItemB; if (item == null) { return; } InventoryViewItemMapping mapping = item.GetComponent <InventoryViewItemMapping>(); DoRenderItem(item, mapping, true); }
public void ShowView() { if (IsViewShowing) { return; } IsViewShowing = true; View.gameObject.SetActive(true); PlayInventoryToggleSound(); Item itemB = _inventory.EquippedItemB; if (itemB != null) { InventoryViewItemMapping mapping = itemB.GetComponent <InventoryViewItemMapping>(); View.CursorIndex = new Index2(mapping.Column, mapping.Row); } }
GameObject GetItemSlotForMapping(InventoryViewItemMapping mapping) { GameObject itemSlot = null; switch (mapping.Type) { case InventoryViewItemMapping.TypeEnum.Passive: itemSlot = _passiveItemSlots[mapping.Column]; break; case InventoryViewItemMapping.TypeEnum.Active: itemSlot = _activeItemSlots[mapping.Row, mapping.Column]; break; case InventoryViewItemMapping.TypeEnum.Auxillary: itemSlot = _auxItemSlots[mapping.Aux]; break; case InventoryViewItemMapping.TypeEnum.Triforce: break; case InventoryViewItemMapping.TypeEnum.Bow: itemSlot = _bowSlot; break; default: break; } return(itemSlot); }
// Returns a list of Items that the MenuCursor is currently allowed to be over List <Item> GetSelectableItems() { List <Item> selectableItems = new List <Item>(); foreach (Item item in _inventory.Items.Values) { if (!ShouldRenderItem(item)) { continue; } InventoryViewItemMapping mapping = item.GetComponent <InventoryViewItemMapping>(); if (mapping == null || mapping.Type != InventoryViewItemMapping.TypeEnum.Active) { continue; } selectableItems.Add(item); } return(selectableItems); }
void UpdateView_Items() { View.ClearAllItemSlots(); foreach (Item item in _inventory.Items.Values) { if (!ShouldRenderItem(item)) { continue; } InventoryViewItemMapping mapping = item.GetComponent <InventoryViewItemMapping>(); if (mapping == null) { Debug.LogError("Null InventoryViewItemMapping for item: " + item.name); continue; } DoRenderItem(item, mapping); } UpdateView_EquippedItemB(); }