void OnMouseDown() { db = GameObject.FindGameObjectWithTag("Item Database").GetComponent <ItemDatabase>(); db.AddItem(this.name); Destroy(this.gameObject); Debug.Log("Added"); }
void Update() { if (Input.GetKeyDown(KeyCode.Space)) { //request item by ID itemDatabase.AddItem(0, this); } else if (Input.GetKeyDown(KeyCode.R)) { itemDatabase.RemoveItem(0, this); } }
public override void OnInspectorGUI() { serializedObject.Update(); // base.OnInspectorGUI(); if (GUILayout.Button("Add Item")) { Item newItem = new Item(s_items.arraySize, "", "", null, false); source.AddItem(newItem); } for (int i = 0; i < s_items.arraySize; i++) { //draw the item entry DrawItemEntry(s_items.GetArrayElementAtIndex(i)); } if (GUI.changed) { ReCalculateID(); } serializedObject.ApplyModifiedProperties(); }
public void addItem(Item item) { inventory.AddItem(item); }
void AddAndFindItem() { myDatabase.AddItem(water); Assert.AreEqual(1, myDatabase.Count); Assert.AreEqual(water, myDatabase.GetItemFromDatabase("WaterDrop")); }
/* * Parse out Items from a file and Add them to a database. */ void ImportItems() { ItemDatabase itemDatabase = (ItemDatabase)GameObject.Find("ItemDatabase").GetComponent <ItemDatabase> (); // In theory, all of this info should go into an xml or text file that we parse. Item radish = (Item)ScriptableObject.CreateInstance(typeof(Item)); radish.name = "Radish"; radish.itemName = "Radish"; radish.maxCount = 200; radish.price = 16; radish.sellPrice = 8; radish.isEquippable = false; radish.id = radishID; itemDatabase.AddItem(radish); Item radishSeeds = (Item)ScriptableObject.CreateInstance(typeof(Item)); radishSeeds.name = "Radish Seeds"; radishSeeds.itemName = "Radish Seeds"; radishSeeds.description = "Time to grow: 3 nights.\nWater needed: Daily\nRadishes sell for 8 gold."; radishSeeds.maxCount = 200; radishSeeds.price = 5; radishSeeds.sellPrice = 5; radishSeeds.isEquippable = true; radishSeeds.id = radishSeedsID; radishSeeds.plantPrefab = (GameObject)Resources.Load("Radish"); itemDatabase.AddItem(radishSeeds); Item onion = (Item)ScriptableObject.CreateInstance(typeof(Item)); onion.name = "Onion"; onion.itemName = "Onion"; onion.maxCount = 200; onion.price = 16; onion.sellPrice = 8; onion.isEquippable = false; onion.id = onionID; itemDatabase.AddItem(onion); Item onionSeeds = (Item)ScriptableObject.CreateInstance(typeof(Item)); onionSeeds.name = "Onion Seeds"; onionSeeds.itemName = "Onion Seeds"; onionSeeds.description = "Time to grow: 3 nights.\nOnions Sell for 8 gold, but never need water."; onionSeeds.maxCount = 200; onionSeeds.price = 5; onionSeeds.sellPrice = 5; onionSeeds.isEquippable = true; onionSeeds.id = onionSeedsID; onionSeeds.plantPrefab = (GameObject)Resources.Load("Onion"); itemDatabase.AddItem(onionSeeds); Item potato = (Item)ScriptableObject.CreateInstance(typeof(Item)); potato.name = "Potato"; potato.itemName = "Potato"; potato.maxCount = 200; potato.price = 60; potato.sellPrice = 50; potato.isEquippable = false; potato.id = pototoID; itemDatabase.AddItem(potato); Item potatoSeeds = (Item)ScriptableObject.CreateInstance(typeof(Item)); potatoSeeds.name = "Potato Seeds"; potatoSeeds.itemName = "Potato Seeds"; potatoSeeds.description = "Time to grow: 6 nights.\nWater needed: Daily\nPotatos sell for 50 gold."; potatoSeeds.maxCount = 200; potatoSeeds.price = 20; potatoSeeds.sellPrice = 20; potatoSeeds.isEquippable = true; potatoSeeds.id = potatoSeedsID; potatoSeeds.plantPrefab = (GameObject)Resources.Load("Potato"); itemDatabase.AddItem(potatoSeeds); Item tomato = (Item)ScriptableObject.CreateInstance(typeof(Item)); tomato.name = "Tomato"; tomato.itemName = "Tomato"; tomato.maxCount = 200; tomato.price = 70; tomato.sellPrice = 50; tomato.isEquippable = false; tomato.id = tomatoID; itemDatabase.AddItem(tomato); Item tomatoSeeds = (Item)ScriptableObject.CreateInstance(typeof(Item)); tomatoSeeds.name = "Tomato Seeds"; tomatoSeeds.itemName = "Tomato Seeds"; tomatoSeeds.description = "Time to grow: 8 nights but repickable every 4.\nWater needed: Daily\nTomatos sell for 50 gold."; tomatoSeeds.maxCount = 200; tomatoSeeds.price = 100; tomatoSeeds.sellPrice = 100; tomatoSeeds.isEquippable = true; tomatoSeeds.id = tomatoSeedsID; tomatoSeeds.plantPrefab = (GameObject)Resources.Load("Tomato"); itemDatabase.AddItem(tomatoSeeds); Item bean = (Item)ScriptableObject.CreateInstance(typeof(Item)); bean.name = "Bean"; bean.itemName = "Bean"; bean.maxCount = 200; bean.price = 10; bean.sellPrice = 5; bean.isEquippable = false; bean.id = beanID; itemDatabase.AddItem(bean); Item beanSeeds = (Item)ScriptableObject.CreateInstance(typeof(Item)); beanSeeds.name = "Bean Seeds"; beanSeeds.itemName = "Bean Seeds"; beanSeeds.description = "Time to grow: 3 nights but repickable every night.\nWater needed: Every 3 Days\nBeans sell for 5 gold."; beanSeeds.maxCount = 200; beanSeeds.price = 20; beanSeeds.sellPrice = 20; beanSeeds.isEquippable = true; beanSeeds.id = beanSeedsID; beanSeeds.plantPrefab = (GameObject)Resources.Load("Bean"); itemDatabase.AddItem(beanSeeds); Item wildflower = (Item)ScriptableObject.CreateInstance(typeof(Item)); wildflower.name = "Wildflower"; wildflower.itemName = "Wildflower"; wildflower.maxCount = 200; wildflower.price = 20; wildflower.sellPrice = 20; wildflower.isEquippable = false; wildflower.id = wildflowerID; itemDatabase.AddItem(wildflower); Item wildflowerSeeds = (Item)ScriptableObject.CreateInstance(typeof(Item)); wildflowerSeeds.name = "Wildflower Seeds"; wildflowerSeeds.itemName = "Wildflower Seeds"; wildflowerSeeds.description = "STUB WILDFLOWER SEED TEXT"; wildflowerSeeds.maxCount = 200; wildflowerSeeds.price = 20; wildflowerSeeds.sellPrice = 20; wildflowerSeeds.isEquippable = true; wildflowerSeeds.id = wildflowerSeedsID; wildflowerSeeds.plantPrefab = (GameObject)Resources.Load("Wildflower"); itemDatabase.AddItem(wildflowerSeeds); // Write out the parsed IDs to a file so that we can access them in script WriteItemIDs(); }
void SaveNewItem(ItemType type) { GameItem newItem = new GameItem(); // Using the empty constructor so that more variables can be added easily. newItem.ItemName = itemName; newItem.ItemID = itemID; newItem.ItemShortDesc = itemShortDesc; newItem.ItemLongDesc = itemLongDesc; newItem.ItemWeight = itemWeight; newItem.ItemCost = itemCost; newItem.ItemQuality = itemQuality; newItem.ItemType = itemType; newItem.ItemPerkReqIDs = itemReqPerkIDs; // Set the model and icon newItem.SetIcon(itemIcon); newItem.SetModel(itemModel); // Find model path itemModelPath = AssetDatabase.GetAssetPath(itemModel); itemModelPath = GameUtility.CleanItemResourcePath(itemModelPath, "Assets/Resources/"); itemModelPath = GameUtility.CleanItemResourcePath(itemModelPath, ".prefab"); newItem.ItemModelPath = itemModelPath; // Find icon path itemIconPath = AssetDatabase.GetAssetPath(itemIcon); itemIconPath = GameUtility.CleanItemResourcePath(itemIconPath, "Assets/Resources/"); itemIconPath = GameUtility.CleanItemResourcePath(itemIconPath, ".png"); newItem.ItemIconPath = itemIconPath; switch (itemType) { case (ItemType.Weapon): WeaponStats wstats = new WeaponStats(); wstats.AttackSpeed = attackSpeed; wstats.BaseDamage = baseDamage; wstats.BluntDamage = bluntDamage; wstats.PierceDamage = pierceDamage; wstats.SlashDamage = slashDamage; wstats.Auras = conditions; newItem.WStats = wstats; break; case (ItemType.Armour): ArmourStats astats = new ArmourStats(); astats.ArmourMaterial = armourMaterial; astats.ArmourType = armourType; astats.BaseDefence = baseDefence; astats.BluntDefence = bluntDefence; astats.PierceDefence = pierceDefence; astats.SlashDefence = slashDefence; astats.NatureDefence = natureDefence; astats.ThermalDefence = thermalDefence; astats.Auras = conditions; newItem.AStats = astats; break; case (ItemType.Consumable): ConsumableStats constats = new ConsumableStats(); constats.ConsumableType = consumableType; constats.Auras = conditions; constats.Charges = consumableCharges; newItem.ConStats = constats; break; case (ItemType.Container): ContainerStats ctnstats = new ContainerStats(); ctnstats.ContentItems = contentItems; ctnstats.ContentQuantities = contentQuantities; newItem.CtnStats = ctnstats; break; case (ItemType.Ingredient): IngredientStats ingstats = new IngredientStats(); ingstats.IsStackable = isStackable; newItem.IngStats = ingstats; break; case (ItemType.Misc): MiscStats miscstats = new MiscStats(); miscstats.IsStackable = isStackable; newItem.MiscStats = miscstats; break; } if (RequiremetsMet(newItem)) { itemDatabase.AddItem(newItem); } else { Debug.LogError("An item with that ID (" + newItem.ItemID + ") already exists."); } EditorUtility.SetDirty(itemDatabase); AssetDatabase.SaveAssets(); }
// public GameObject debug; // Use this for initialization void Start() { ItemDatabase database = new ItemDatabase(); List <Item> items = new List <Item>(); List <BaseStat> EquipmentStats = new List <BaseStat>(); BaseStat Health = new BaseStat(BaseStatType.Health, 0, "Health"); BaseStat Energy = new BaseStat(BaseStatType.Energy, 0, "Energy"); BaseStat Attack = new BaseStat(BaseStatType.Attack, 0, "Attack"); BaseStat Defense = new BaseStat(BaseStatType.Defense, 0, "Defense"); BaseStat Speed = new BaseStat(BaseStatType.Speed, 0, "Speed"); EquipmentStats.Add(Health); EquipmentStats.Add(Energy); EquipmentStats.Add(Attack); EquipmentStats.Add(Defense); EquipmentStats.Add(Speed); Item DebugHeadA = new Item("DebugHeadA", "debugHeadA", 5000, ItemType.Head, WeaponType.NULL, ItemAction.Equip, EquipmentStats, "It blue.", false, false); Item DebugChestA = new Item("DebugChestA", "debugChestA", 5001, ItemType.Chest, WeaponType.NULL, ItemAction.Equip, EquipmentStats, "It blue.", false, false); Item DebugArmsA = new Item("DebugArmsA", "debugArmsA", 5002, ItemType.Arms, WeaponType.NULL, ItemAction.Equip, EquipmentStats, "It blue.", false, false); Item DebugWaistA = new Item("DebugWaistA", "debugWaistA", 5003, ItemType.Waist, WeaponType.NULL, ItemAction.Equip, EquipmentStats, "It blue.", false, false); Item DebugLegsA = new Item("DebugLegsA", "debugLegsA", 5004, ItemType.Legs, WeaponType.NULL, ItemAction.Equip, EquipmentStats, "It blue.", false, false); Item DebugShieldA = new Item("DebugShieldA", "debugShieldA", 6000, ItemType.OffHand, WeaponType.Shield, ItemAction.Equip, EquipmentStats, "Debug Shield", false, false); Item DebugSwordA = new Item("DebugSwordA", "debugSwordA", 6001, ItemType.MainHand, WeaponType.Sword, ItemAction.Equip, EquipmentStats, "Debug Sword", false, false); Item DebugHeadB = new Item("DebugHeadB", "debugHeadB", 5000, ItemType.Head, WeaponType.NULL, ItemAction.Equip, EquipmentStats, "It blue.", false, false); Item DebugChestB = new Item("DebugChestB", "debugChestB", 5001, ItemType.Chest, WeaponType.NULL, ItemAction.Equip, EquipmentStats, "It blue.", false, false); Item DebugArmsB = new Item("DebugArmsB", "debugArmsB", 5002, ItemType.Arms, WeaponType.NULL, ItemAction.Equip, EquipmentStats, "It blue.", false, false); Item DebugWaistB = new Item("DebugWaistB", "debugWaistB", 5003, ItemType.Waist, WeaponType.NULL, ItemAction.Equip, EquipmentStats, "It blue.", false, false); Item DebugLegsB = new Item("DebugLegsB", "debugLegsB", 5004, ItemType.Legs, WeaponType.NULL, ItemAction.Equip, EquipmentStats, "It blue.", false, false); database.AddItem(DebugHeadA); database.AddItem(DebugChestA); database.AddItem(DebugArmsA); database.AddItem(DebugWaistA); database.AddItem(DebugLegsA); database.AddItem(DebugSwordA); database.AddItem(DebugShieldA); database.AddItem(DebugHeadB); database.AddItem(DebugChestB); database.AddItem(DebugArmsB); database.AddItem(DebugWaistB); database.AddItem(DebugLegsB); Item Head = new Item("Standard Helmet", "starterHelmet", 0, ItemType.Head, WeaponType.NULL, ItemAction.Equip, EquipmentStats, "Standard issue Ranger Helmet", false, false); Item Chest = new Item("Standard Chestguard", "starterChest", 1, ItemType.Chest, WeaponType.NULL, ItemAction.Equip, EquipmentStats, "Standard issue Ranger Chestguard", false, false); Item Arms = new Item("Standard Arm Guards", "starterArms", 2, ItemType.Arms, WeaponType.NULL, ItemAction.Equip, EquipmentStats, "Standard issue Ranger Arm Guards", false, false); Item Waist = new Item("Standard Belt", "starterWaist", 3, ItemType.Waist, WeaponType.NULL, ItemAction.Equip, EquipmentStats, "Standard issue Ranger Belt", false, false); Item Legs = new Item("Standard Boots", "starterLegs", 4, ItemType.Legs, WeaponType.NULL, ItemAction.Equip, EquipmentStats, "Standard issue Ranger Boots", false, false); Item Mineral = new Item("Mineral", "mineral", 5, ItemType.Material, WeaponType.NULL, ItemAction.None, null, "Shiny", false, false); Item Ivory = new Item("Ivory", "ivory", 6, ItemType.Material, WeaponType.NULL, ItemAction.None, null, "It's very white", false, false); Item Hide = new Item("Hide", "hide", 7, ItemType.Material, WeaponType.NULL, ItemAction.None, null, "Taken from a wild animal.", false, false); database.AddItem(Head); database.AddItem(Chest); database.AddItem(Arms); database.AddItem(Waist); database.AddItem(Legs); database.AddItem(Mineral); database.AddItem(Ivory); database.AddItem(Hide); Item whiteOre = new Item("White Ore", "whiteOre", 500, ItemType.Material, WeaponType.NULL, ItemAction.None, null, "It's white.", false, true); Item redOre = new Item("Red Ore", "redOre", 501, ItemType.Material, WeaponType.NULL, ItemAction.None, null, "It's red.", false, true); Item blueOre = new Item("Blue Ore", "blueOre", 502, ItemType.Material, WeaponType.NULL, ItemAction.None, null, "It's blue.", false, true); Item yellowOre = new Item("Yellow Ore", "yellowOre", 503, ItemType.Material, WeaponType.NULL, ItemAction.None, null, "It's yellow.", false, true); database.AddItem(whiteOre); database.AddItem(redOre); database.AddItem(blueOre); database.AddItem(yellowOre); ItemDatabaseManager.Instance.UpdateDatabase(database); ItemDatabaseManager.Instance.SaveDatabase(); }