コード例 #1
0
    // Use this for initialization
    public virtual void Start()
    {
        this._uniqueItemID = this.GetInstanceID();

        rend = gameObject.GetComponent<Renderer>();

        //setting shader properties from Outlined_Diffuse.shader
        rend.material.shader = _outlineShader;
        rend.material.SetColor("_OutlineColor", Color.red);
        rend.material.SetFloat("_Outline", 0.003f);
        isSelected = false;

        _itemInfoContainer = new ItemInfoContainer();
        StoreItemInfo();
    }
コード例 #2
0
    public bool AddItem(GameObject itemObject, ItemInfoContainer itemInfo)
    {
        if (CheckAddItem(itemInfo._itemRole, itemObject))
        {
            int index = GetEmptySlotIndex();
            if (index == -1) return false;

            this._itemContainerObject.GetComponent<ItemContainer>().AddItem(itemInfo._uniqueItemID, itemObject);

            itemObject.transform.SetParent(this.gameObject.transform.GetChild(4), false);

            this._itemInfoList[index] = new ItemStruct(itemInfo, this._itemInfoList[index]._slotUsable);

            CreateInventoryIcon(index);

            return true;
        }
        else
        {
            Debug.Log("Inventory is full");
            return false;
        }
    }
コード例 #3
0
 public ItemStruct(ItemInfoContainer i, bool s)
 {
     _itemInfo = i;
     _slotUsable = s;
 }
コード例 #4
0
 public bool AddItemToInventory(GameObject itemObject, ItemInfoContainer itemInfo)
 {
     return _playerInventory.AddItem(itemObject, itemInfo);
 }
コード例 #5
0
 void Start()
 {
     //needed because panels and slots are rendered in the order they are set in hierarchy
     //temp parent is InventoryCanvas
     _tempParent = transform.parent.parent.parent;
     _startParent = transform.parent;
     _playerInventoryRef = _startParent.GetComponent<InventorySlot>()._inventoryRef;
     _itemInfo = _playerInventoryRef._itemInfoList[_inSlotNum - 1]._itemInfo;
     _resourceSplitScript = _playerInventoryRef._resourceSplitObject.GetComponent<ResourceSplit>();
 }