コード例 #1
0
    public void CmdUseItem(int slotNum, byte[] itemData)
    {
        ItemInventorySlot s = info.belt.getSlots()[slotNum];
        Item item           = Item.ReadItem(itemData);

        if (s.getItem().IsSameType(item))
        {
            if (s.getItem() != null)
            {
                if (s.getItem().use(this))
                {
                    s.removeOne();
                }


                if (!isLocalPlayer)
                {
                    NetworkIdentity iden = GetComponent <NetworkIdentity> ();
                    TargetUseItem(iden.connectionToClient, slotNum);
                }
                else
                {
                    beltUI.updateUI();
                }
            }
        }
        else
        {
            Debug.LogError("Item sync issue. Client had item " + item.ToString() + " while we had " + s.getItem().ToString());
        }
    }
コード例 #2
0
    public int AddItemManyToSlot(Item item, int quantity, int slotNum)
    {
        if (slotNum >= slots.Length || slotNum < 0)
        {
            return(-1);
        }

        ItemInventorySlot s = slots [slotNum];

        if (s.isEmpty())
        {
            return(setSlot(item, quantity, slotNum));
        }
        else
        {
            if (s.isAddableItem(item))
            {
                return(s.addItemMany(item, quantity));
            }
            else
            {
                return(-1);
            }
        }
    }
コード例 #3
0
    public Inventory(int numSlots)
    {
        slots = new ItemInventorySlot[numSlots];

        for (int i = 0; i < numSlots; i++)
        {
            slots [i] = new ItemInventorySlot();
        }
    }
コード例 #4
0
    public void TargetUseItem(NetworkConnection conn, int slotNum)
    {
        ItemInventorySlot s = beltUI.getInventoryBacking().getSlots()[slotNum];

        if (s.getItem() != null && s.getItem().use(this))
        {
            s.removeOne();
        }
        beltUI.updateUI();
    }
コード例 #5
0
    public int removeManyFromSlot(int quantity, int slotNum)
    {
        if (slotNum >= slots.Length || slotNum < 0)
        {
            return(-1);
        }

        ItemInventorySlot s = slots [slotNum];

        return(s.removeMany(quantity));
    }
コード例 #6
0
//	public void swapSlotPosition(int slotA, int slotB) {
//		if (slotA < 0 || slotB < 0 || slotA >= slots.Length || slotB >= slots.Length) {
//			return;
//		} else {
//			ItemInventorySlot temp = slots [slotA];
//			slots [slotB] = slots [slotA];
//			slots [slotA] = temp;
//		}
//	}


    public override void Deserialize(NetworkReader reader)
    {
        //get number of slots to read
        int numSlots = (int)reader.ReadPackedUInt32();

        slots = new ItemInventorySlot[numSlots];

        for (int i = 0; i < numSlots; i++)
        {
            slots [i] = new ItemInventorySlot();
            slots [i].Deserialize(reader);
        }
    }
コード例 #7
0
    public void setRightClaw(ClawItem equipment)
    {
        ItemInventorySlot slot = new ItemInventorySlot();

        if (equipment == null)
        {
            slot.setSlot(null, 0);
        }
        else
        {
            slot.setSlot(equipment, 1);
        }

        this.rightClaw.setSlotBackingInfo(slot);
    }
コード例 #8
0
    public void setLowerBody(LowerBodyItem equipment)
    {
        ItemInventorySlot slot = new ItemInventorySlot();

        if (equipment == null)
        {
            slot.setSlot(null, 0);
        }
        else
        {
            slot.setSlot(equipment, 1);
        }

        this.lowerBody.setSlotBackingInfo(slot);
    }
コード例 #9
0
    public void setHelmet(HelmetItem equipment)
    {
        ItemInventorySlot slot = new ItemInventorySlot();

        if (equipment == null)
        {
            slot.setSlot(null, 0);
        }
        else
        {
            slot.setSlot(equipment, 1);
        }

        this.helmet.setSlotBackingInfo(slot);
    }
コード例 #10
0
    public void setBoots(BootsItem equipment)
    {
        ItemInventorySlot slot = new ItemInventorySlot();

        if (equipment == null)
        {
            slot.setSlot(null, 0);
        }
        else
        {
            slot.setSlot(equipment, 1);
        }

        this.boots.setSlotBackingInfo(slot);
    }
コード例 #11
0
ファイル: PlayerInfo.cs プロジェクト: jspearman3/moles
    public override void Deserialize(NetworkReader reader)
    {
        belt = new BeltInventory(0);
        belt.Deserialize(reader);

        backpack  = Item.ReadItem(reader) as BackpackItem;
        helmet    = Item.ReadItem(reader) as HelmetItem;
        upperBody = Item.ReadItem(reader) as UpperBodyItem;
        lowerBody = Item.ReadItem(reader) as LowerBodyItem;
        boots     = Item.ReadItem(reader) as BootsItem;
        leftClaw  = Item.ReadItem(reader) as ClawItem;
        rightClaw = Item.ReadItem(reader) as ClawItem;

        cursorSlot = new ItemInventorySlot();
        cursorSlot.Deserialize(reader);
    }
コード例 #12
0
    public int addItemMany(Item item, int quantity)
    {
        ItemInventorySlot slot = getFirstSlotForItem(item);

        if (slot == null)
        {
            return(quantity);
        }

        int remainder = slot.addItemMany(item, quantity);

        if (remainder > 0)
        {
            return(addItemMany(item, remainder));
        }
        else
        {
            return(remainder);
        }
    }
コード例 #13
0
    public void CmdRequestInventoryActions(byte[] operationInfo)
    {
        NetworkReader             reader  = new NetworkReader(operationInfo);
        InventoryOperationRequest request = new InventoryOperationRequest(InventoryOperationRequest.Operation.FromCursor, InventoryOperationRequest.InventoryType.Ground, 0);

        request.Deserialize(reader);

        Debug.Log("recieved inventory request\nop:" + request.op + "\nquant: " + request.quantity + "\nswapinv: " + request.swapInv + "\nswapslot" + request.swapInvSlot);

        if (InventoryOperationRequest.validateRequest(request, info))
        {
            ItemInventorySlot dropped      = InventoryOperationRequest.performInventoryRequest(request, this);
            SpawnManager      spawnManager = GameObject.FindGameObjectWithTag("SpawnManager").GetComponent <SpawnManager> ();
            Debug.Log("player dropping " + dropped.getQuantity() + " " + dropped.getItem() + " items");
            spawnManager.SpawnPlayerDroppedItem(dropped.getItem(), dropped.getQuantity(), controller);
        }
        else
        {
            Debug.Log("recieved bad inventory request! client may be out of sync");
        }
    }
コード例 #14
0
    private static bool validateToCursorOperation(ItemInventorySlot swapSlot, EquipmentItem swapEquipItem, int quantity, PlayerInfo info)
    {
        //cursor is always empty for a valid tocursor operation
        if (info.cursorSlot == null)
        {
            Debug.Log("InventoryOperation validation error: cursor slot is null.");
            return(false);
        }

        if (!info.cursorSlot.isEmpty())
        {
            Debug.Log("InventoryOperation validation error: cursor slot is not empty. Has " + info.cursorSlot.getQuantity() + " " + info.cursorSlot.getItem() + " items");
            return(false);
        }


        //if not coming from anywhere, invalid operation
        if (swapSlot == null && swapEquipItem == null)
        {
            Debug.Log("InventoryOperation validation error: source slot is null");
            return(false);
        }

        // if quantity exceeds source quantity, invalid.
        if (swapSlot == null && quantity > swapEquipItem.stackSize)
        {
            Debug.Log("InventoryOperation validation error: trying to take more than one equipment item");
            return(false);
        }
        else if (swapSlot != null && quantity > swapSlot.getQuantity())
        {
            Debug.Log("InventoryOperation validation error: trying to take more items than exists in source slot");
            return(false);
        }

        return(true);
    }
コード例 #15
0
    public void updateUI()
    {
        if (image == null)
        {
            image = GetComponentInChildren <Image> ();
        }

        image.overrideSprite = getIcon();

        string s;

        if (slot == null)
        {
            slot = new ItemInventorySlot();
        }

        if (quantityText == null)
        {
            quantityText = GetComponentInChildren <Text> ();
        }

        int q = slot.getQuantity();

        if (q < 2)
        {
            quantityText.text = "";
        }
        else if (slot.getQuantity() < 100)
        {
            quantityText.text = q.ToString();
        }
        else
        {
            quantityText.text = "99+";
        }
    }
コード例 #16
0
ファイル: PlayerInfo.cs プロジェクト: jspearman3/moles
 public PlayerInfo(BeltInventory belt)
 {
     this.cursorSlot = new ItemInventorySlot();
     this.belt       = belt;
 }
コード例 #17
0
    //returns items to be dropped/spawned
    public static ItemInventorySlot performInventoryRequest(InventoryOperationRequest request, Player p)
    {
        switch (request.op)
        {
        case InventoryOperationRequest.Operation.ToCursor:
            switch (request.swapInv)
            {
            case InventoryOperationRequest.InventoryType.Belt:
                ItemInventorySlot beltslot = p.info.belt.getSlots() [request.swapInvSlot];
                ItemInventorySlot tempSlot = new ItemInventorySlot();
                if (request.quantity <= 0)
                {
                    tempSlot.setSlot(beltslot.getItem(), beltslot.getQuantity());
                    beltslot.setSlot(p.info.cursorSlot.getItem(), p.info.cursorSlot.getQuantity());
                    p.info.cursorSlot.setSlot(tempSlot.getItem(), tempSlot.getQuantity());
                }
                else
                {
                    p.info.cursorSlot.addItemMany(beltslot.getItem(), request.quantity);
                    beltslot.removeMany(request.quantity);
                }
                break;

            case InventoryOperationRequest.InventoryType.Backpack:
                ItemInventorySlot backpackslot = p.info.backpack.inventory.getSlots() [request.swapInvSlot];
                ItemInventorySlot tempSlot2    = new ItemInventorySlot();
                if (request.quantity <= 0)
                {
                    tempSlot2.setSlot(backpackslot.getItem(), backpackslot.getQuantity());
                    backpackslot.setSlot(p.info.cursorSlot.getItem(), p.info.cursorSlot.getQuantity());
                    p.info.cursorSlot.setSlot(tempSlot2.getItem(), tempSlot2.getQuantity());
                }
                else
                {
                    p.info.cursorSlot.addItemMany(backpackslot.getItem(), request.quantity);
                    backpackslot.removeMany(request.quantity);
                }
                break;

            case InventoryOperationRequest.InventoryType.Equip:
                switch ((InventoryOperationRequest.EquipSlots)request.swapInvSlot)
                {
                case InventoryOperationRequest.EquipSlots.Helmet:
                    p.info.cursorSlot.setSlot(p.info.helmet, 1);
                    p.info.helmet = null;
                    break;

                case InventoryOperationRequest.EquipSlots.UpperBody:
                    p.info.cursorSlot.setSlot(p.info.upperBody, 1);
                    p.info.upperBody = null;
                    break;

                case InventoryOperationRequest.EquipSlots.LowerBody:
                    p.info.cursorSlot.setSlot(p.info.lowerBody, 1);
                    p.info.lowerBody = null;
                    break;

                case InventoryOperationRequest.EquipSlots.Boots:
                    p.info.cursorSlot.setSlot(p.info.boots, 1);
                    p.info.boots = null;
                    break;

                case InventoryOperationRequest.EquipSlots.RightClaw:
                    p.info.cursorSlot.setSlot(p.info.rightClaw, 1);
                    p.info.rightClaw = null;
                    break;

                case InventoryOperationRequest.EquipSlots.LeftClaw:
                    p.info.cursorSlot.setSlot(p.info.leftClaw, 1);
                    p.info.leftClaw = null;
                    break;

                case InventoryOperationRequest.EquipSlots.Backpack:
                    p.info.cursorSlot.setSlot(p.info.backpack, 1);
                    p.info.backpack = null;
                    break;
                }
                break;
            }
            break;

        case InventoryOperationRequest.Operation.FromCursor:

            Item cursorItem = p.info.cursorSlot.getItem();

            switch (request.swapInv)
            {
            //if moving to an inventory slot, slot is either empty or has the item in it already.
            case InventoryOperationRequest.InventoryType.Belt:
                ItemInventorySlot beltslot = p.info.belt.getSlots() [request.swapInvSlot];

                if (request.quantity == 0)
                {
                    if (!p.info.cursorSlot.getItem().IsSameType(beltslot.getItem()))
                    {
                        ItemInventorySlot tempSlot = new ItemInventorySlot();
                        tempSlot.setSlot(beltslot.getItem(), beltslot.getQuantity());
                        beltslot.setSlot(p.info.cursorSlot.getItem(), p.info.cursorSlot.getQuantity());
                        p.info.cursorSlot.setSlot(tempSlot.getItem(), tempSlot.getQuantity());
                    }
                    else
                    {
                        int remainder = beltslot.addItemMany(cursorItem, p.info.cursorSlot.getQuantity());
                        p.info.cursorSlot.removeMany(p.info.cursorSlot.getQuantity() - remainder);
                    }
                }
                else
                {
                    beltslot.addItemMany(cursorItem, request.quantity);
                    p.info.cursorSlot.removeMany(request.quantity);
                }
                break;

            case InventoryOperationRequest.InventoryType.Backpack:
                ItemInventorySlot backpackslot = p.info.backpack.inventory.getSlots() [request.swapInvSlot];


                if (request.quantity == 0)
                {
                    if (!p.info.cursorSlot.getItem().IsSameType(backpackslot.getItem()))
                    {
                        ItemInventorySlot tempSlot2 = new ItemInventorySlot();
                        tempSlot2.setSlot(backpackslot.getItem(), backpackslot.getQuantity());
                        backpackslot.setSlot(p.info.cursorSlot.getItem(), p.info.cursorSlot.getQuantity());
                        p.info.cursorSlot.setSlot(tempSlot2.getItem(), tempSlot2.getQuantity());
                    }
                    else
                    {
                        int remainder = backpackslot.addItemMany(cursorItem, p.info.cursorSlot.getQuantity());
                        p.info.cursorSlot.removeMany(p.info.cursorSlot.getQuantity() - remainder);
                    }
                }
                else
                {
                    backpackslot.addItemMany(cursorItem, request.quantity);
                    p.info.cursorSlot.removeMany(request.quantity);
                }
                break;

            case InventoryOperationRequest.InventoryType.Equip:
                switch ((InventoryOperationRequest.EquipSlots)request.swapInvSlot)
                {
                case InventoryOperationRequest.EquipSlots.Helmet:
                    Item tempHelmet = p.info.helmet;
                    p.info.helmet = p.info.cursorSlot.getItem() as HelmetItem;
                    p.info.cursorSlot.setSlot(tempHelmet, 1);
                    break;

                case InventoryOperationRequest.EquipSlots.UpperBody:
                    Item tempUpperBody = p.info.upperBody;
                    p.info.upperBody = p.info.cursorSlot.getItem() as UpperBodyItem;
                    p.info.cursorSlot.setSlot(tempUpperBody, 1);
                    break;

                case InventoryOperationRequest.EquipSlots.LowerBody:
                    Item tempLowerBody = p.info.lowerBody;
                    p.info.lowerBody = p.info.cursorSlot.getItem() as LowerBodyItem;
                    p.info.cursorSlot.setSlot(tempLowerBody, 1);
                    break;

                case InventoryOperationRequest.EquipSlots.Boots:
                    Item tempBoots = p.info.boots;
                    p.info.boots = p.info.cursorSlot.getItem() as BootsItem;
                    p.info.cursorSlot.setSlot(tempBoots, 1);
                    break;

                case InventoryOperationRequest.EquipSlots.RightClaw:
                    Item tempRightClaw = p.info.rightClaw;
                    p.info.rightClaw = p.info.cursorSlot.getItem() as ClawItem;
                    p.info.cursorSlot.setSlot(tempRightClaw, 1);
                    break;

                case InventoryOperationRequest.EquipSlots.LeftClaw:
                    Item tempLeftClaw = p.info.leftClaw;
                    p.info.leftClaw = p.info.cursorSlot.getItem() as ClawItem;
                    p.info.cursorSlot.setSlot(tempLeftClaw, 1);
                    break;

                case InventoryOperationRequest.EquipSlots.Backpack:
                    Item tempBackpack = p.info.backpack;
                    p.info.backpack = p.info.cursorSlot.getItem() as BackpackItem;
                    p.info.cursorSlot.setSlot(tempBackpack, 1);
                    break;
                }
                break;

            case InventoryOperationRequest.InventoryType.Ground:
                ItemInventorySlot dropped = new ItemInventorySlot();
                if (request.quantity == 0)
                {
                    dropped.setSlot(p.info.cursorSlot.getItem(), p.info.cursorSlot.getQuantity());
                    p.info.cursorSlot.removeMany(p.info.cursorSlot.getQuantity());
                }
                else
                {
                    dropped.setSlot(p.info.cursorSlot.getItem(), request.quantity);
                    p.info.cursorSlot.removeMany(request.quantity);
                }
                return(dropped);
            }
            break;
        }
        return(new ItemInventorySlot());
    }
コード例 #18
0
    public static bool validateRequest(InventoryOperationRequest request, PlayerInfo info)
    {
        BackpackInventory backpack = null;

        if (info.backpack != null)
        {
            backpack = info.backpack.inventory;
        }
        BeltInventory     belt   = info.belt;
        ItemInventorySlot cursor = info.cursorSlot;

        ItemInventorySlot swapSlot      = null;
        EquipmentItem     swapEquipItem = null;
        bool drop = false;

        switch (request.swapInv)
        {
        case InventoryType.Ground:
            drop = true;
            break;

        case InventoryType.Backpack:
            swapSlot = assertSlotExists(backpack.getSlots(), request.swapInvSlot);
            if (swapSlot == null)
            {
                Debug.Log("InventoryOperation validation error: trying to swap to bad backpack slot");
                return(false);
            }
            break;

        case InventoryType.Belt:
            swapSlot = assertSlotExists(belt.getSlots(), request.swapInvSlot);
            if (swapSlot == null)
            {
                Debug.Log("InventoryOperation validation error: trying to swap to bad belt slot");
                return(false);
            }
            break;

        case InventoryType.Equip:
            swapEquipItem = getEquipItem(info, request.swapInvSlot);
            break;

        default:
            Debug.Log("InventoryOperation validation error: unsupported inventory detected");
            return(false);
        }

        switch (request.op)
        {
        case Operation.ToCursor:
            return(validateToCursorOperation(swapSlot, swapEquipItem, request.quantity, info));

        case Operation.FromCursor:
            return(validateFromCursorOperation(swapSlot, swapEquipItem, request.swapInvSlot, drop, request.quantity, info));

        default:
            Debug.Log("InventoryOperation validation error: unsupported operation detected");
            return(false);
        }
    }
コード例 #19
0
    private static bool validateFromCursorOperation(ItemInventorySlot swapSlot, EquipmentItem swapEquipItem, int slotNum, bool drop, int quantity, PlayerInfo info)
    {
        //cursor must have something in it for a valid transfer
        if (info.cursorSlot == null || info.cursorSlot.isEmpty())
        {
            Debug.Log("InventoryOperation validation error: cursor is null or has no contents to transfer");
            return(false);
        }

        Item transferItem   = info.cursorSlot.getItem();
        int  cursorQuantity = info.cursorSlot.getQuantity();

        //quantity tranferred cannot be greater than that in cursor
        if (quantity > cursorQuantity)
        {
            Debug.Log("InventoryOperation validation error: cannot transfer more items than cursor has");
            return(false);
        }



        bool handleEquipment = true;

        //if there is an equipment slot or if dropping, not performing an equipment change
        if (swapSlot != null || drop == true)
        {
            handleEquipment = false;
        }


        if (handleEquipment)
        {
            //equippables dont stack
            if (cursorQuantity > 1)
            {
                Debug.Log("InventoryOperation validation error: cursor cannot carry more than one equipment item");
                return(false);
            }


            EquipSlots eSlot = (EquipSlots)slotNum;

            switch (eSlot)
            {
            case EquipSlots.Helmet:
                //check for inconsistency.
                if (info.helmet != null && swapEquipItem == null)
                {
                    Debug.Log("InventoryOperation validation error: trying to equip incorrect equipment to helmet slot or slot is occupied");
                    return(false);
                }
                return(transferItem is HelmetItem);

            case EquipSlots.UpperBody:
                if (info.upperBody != null && swapEquipItem == null)
                {
                    Debug.Log("InventoryOperation validation error: trying to equip incorrect equipment to upper body slot or slot is occupied");
                    return(false);
                }
                return(transferItem is UpperBodyItem);

            case EquipSlots.LowerBody:
                if (info.lowerBody != null && swapEquipItem == null)
                {
                    Debug.Log("InventoryOperation validation error: trying to equip incorrect equipment to lower body slot or slot is occupied");
                    return(false);
                }
                return(transferItem is LowerBodyItem);

            case EquipSlots.Boots:
                if (info.boots != null && swapEquipItem == null)
                {
                    Debug.Log("InventoryOperation validation error: trying to equip incorrect equipment to boots slot or slot is occupied");
                    return(false);
                }
                return(transferItem is BootsItem);

            case EquipSlots.LeftClaw:
                if (info.leftClaw != null && swapEquipItem == null)
                {
                    Debug.Log("InventoryOperation validation error: trying to equip incorrect equipment to left claw slot or slot is occupied");
                    return(false);
                }
                return(transferItem is ClawItem);

            case EquipSlots.RightClaw:
                if (info.rightClaw != null && swapEquipItem == null)
                {
                    Debug.Log("InventoryOperation validation error: trying to equip incorrect equipment to right claw slot or slot is occupied");
                    return(false);
                }
                return(transferItem is ClawItem);

            case EquipSlots.Backpack:
                if (info.backpack != null && swapEquipItem == null)
                {
                    Debug.Log("InventoryOperation validation error: trying to equip incorrect equipment to backpack slot or slot is occupied");
                    return(false);
                }
                return(transferItem is BackpackItem);

            default:
                Debug.Log("InventoryOperation validation error: unrecognized equipment type");
                return(false);
            }
        }
        else
        {
            if (swapSlot != null)
            {
                //if enough space and item is same as destination, success.
                if (swapSlot.isAddableItems(transferItem, quantity))
                {
                    return(true);
                }
                else
                {
                    Debug.Log("InventoryOperation validation error: trying to unequip non-existing helmet");
                    return(false);
                }
            }
            else
            {
                //if not a swap slot, must be drop. Return drop success.
                return(drop);
            }
        }
    }
コード例 #20
0
    void handleSlotSelect(ItemInventorySlotUI slotUI, string menuIdentifier, string slotIdentifier, int quantity)
    {
        InventoryOperationRequest.InventoryType menuType = InventoryOperationRequest.InventoryType.Ground;
        InventoryOperationRequest req = null;

        if (menuIdentifier.Equals("BeltSlot"))
        {
            menuType = InventoryOperationRequest.InventoryType.Belt;
        }
        else if (menuIdentifier.Equals("BackpackSlot"))
        {
            menuType = InventoryOperationRequest.InventoryType.Backpack;
        }
        else if (menuIdentifier.Equals("EquipSlot"))
        {
            menuType = InventoryOperationRequest.InventoryType.Equip;
        }


        if (slotUI == null)           //THREW IT ON THE GROUND
        {
            req = new InventoryOperationRequest(InventoryOperationRequest.Operation.FromCursor, InventoryOperationRequest.InventoryType.Ground, System.Int32.Parse(slotIdentifier), quantity);
        }
        else if (cursorSlot.getSlotBackingInfo().isEmpty())
        {
            req = new InventoryOperationRequest(InventoryOperationRequest.Operation.ToCursor, menuType, System.Int32.Parse(slotIdentifier), quantity);
        }
        else
        {
            req = new InventoryOperationRequest(InventoryOperationRequest.Operation.FromCursor, menuType, System.Int32.Parse(slotIdentifier), quantity);
        }

        //perform local changes before sending info to server. Annoying to wait on server for ui change. If sync error, server should let us know eventually and fix
        if (InventoryOperationRequest.validateRequest(req, localPlayer.info))            //perform check server will do to verify before performing locally
        {
            ItemInventorySlot dropped = InventoryOperationRequest.performInventoryRequest(req, localPlayer);

            if (!localPlayer.isServer)
            {
                sendInventoryUpdateToServer(req);
            }
            else
            {
                //host drops items
                if (!dropped.isEmpty())
                {
                    SpawnManager spawnManager = GameObject.FindGameObjectWithTag("SpawnManager").GetComponent <SpawnManager>();
                    spawnManager.SpawnPlayerDroppedItem(dropped.getItem(), dropped.getQuantity(), localPlayer.controller);
                }
            }

            cursorSlot.updateUI();

            switch (menuType)
            {
            case InventoryOperationRequest.InventoryType.Belt:
                beltUI.updateUI();
                break;

            case InventoryOperationRequest.InventoryType.Backpack:
                backpackUI.updateUI();
                break;

            case InventoryOperationRequest.InventoryType.Equip:
                if (slotIdentifier.Equals("6"))
                {
                    if (localPlayer.info.backpack == null)
                    {
                        backpackUI.loadInventory(null);
                    }
                    else
                    {
                        backpackUI.loadInventory(localPlayer.info.backpack.inventory);
                    }
                }
                equipUI.updateUI(localPlayer.info);
                break;
            }
        }
    }
コード例 #21
0
 public void setSlotBackingInfo(ItemInventorySlot slot)
 {
     this.slot = slot;
     updateUI();
 }