コード例 #1
0
ファイル: ItemManager.cs プロジェクト: transkuja/keepers
    public static void AddItemOnTheGround(Tile tileWhere, Transform where, ItemContainer[] loot)
    {
        if (loot != null && loot.Length > 0)
        {
            GameObject          dropedItem    = GameObject.Instantiate(GameManager.Instance.PrefabUtils.prefabItemToDrop) as GameObject;
            Behaviour.Inventory dropInventory = dropedItem.GetComponent <Behaviour.Inventory>();
            dropedItem.transform.SetParent(tileWhere.transform);
            dropedItem.transform.position = where.position;

            int j = 0;
            for (int i = 0; i < loot.Length; i++)
            {
                if (loot[i] != null)
                {
                    j++;
                }
            }
            dropInventory.Data.NbSlot = j;
            dropInventory.InitUI();

            Array.Copy(loot, dropInventory.Items, dropInventory.Items.Length);
            dropInventory.UpdateInventories();
        }
    }
コード例 #2
0
    public void OnPointerClick(PointerEventData eventData)
    {
        int tap = eventData.clickCount;

        if (tap == 2)
        {
            if (GameManager.Instance.Ui.tooltipItem != null)
            {
                GameManager.Instance.Ui.tooltipItem.SetActive(false);
            }
            // Only keeper can use items
            Behaviour.Keeper owner = eventData.pointerPress.GetComponentInParent <InventoryOwner>().Owner.GetComponent <Behaviour.Keeper>();
            if (owner == null ||
                owner != GameManager.Instance.GetFirstSelectedKeeper().GetComponent <Behaviour.Keeper>())
            {
                GameObject          goOwner = eventData.pointerPress.GetComponentInParent <InventoryOwner>().Owner;
                ItemContainer[]     selectedKeeperInventory = GameManager.Instance.GetFirstSelectedKeeper().GetComponent <Behaviour.Inventory>().Items;
                Behaviour.Inventory ownerInventory          = goOwner.GetComponent <Behaviour.Inventory>();

                ItemContainer itemDragged = eventData.pointerPress.GetComponent <ItemInstance>().ItemContainer;

                if (InventoryManager.AddItemToInventory(selectedKeeperInventory, itemDragged))
                {
                    InventoryManager.RemoveItem(ownerInventory.Items, itemDragged);
                }

                // IF trying to merge 99 with 10 should swap or merge @rémi
                // else
                // foreach item
                //int quantityLeft = InventoryManager.MergeStackables(itemDragged, item);
                //if (quantityLeft <= 0)
                //{
                //    InventoryManager.RemoveItem(ownerInventory.Items, itemDragged);
                //}


                // Destroy inventory if it is empty for loot
                if (goOwner.GetComponent <LootInstance>() != null)
                {
                    bool isEmpty = true;
                    for (int i = 0; i < ownerInventory.Items.Length; i++)
                    {
                        if (ownerInventory.Items[i] != null)
                        {
                            isEmpty = false;
                            break;
                        }
                    }
                    if (isEmpty)
                    {
                        if (goOwner.GetComponentInChildren <Canvas>() != null)
                        {
                            goOwner.GetComponentInChildren <Canvas>().transform.SetParent(null);
                        }
                        Destroy(goOwner.gameObject);

                        // Get the original parent
                        Transform      previous        = eventData.pointerPress.GetComponentInParent <DragHandler>().transform;
                        InventoryOwner inventaireDequi = previous.GetComponentInParent <InventoryOwner>();
                        Destroy(inventaireDequi.GetComponentInParent <DragHandlerInventoryPanel>().gameObject);
                    }
                }

                goOwner.GetComponent <Behaviour.Inventory>().UpdateInventories();
                GameManager.Instance.GetFirstSelectedKeeper().GetComponent <Behaviour.Inventory>().UpdateInventories();
                //}
                return;
            }

            // Check if an inventory is opened
            Behaviour.Inventory openInventory = null;
            for (int i = 0; i < GameManager.Instance.Ui.Panel_Inventories.transform.childCount; i++)
            {
                if (GameManager.Instance.Ui.Panel_Inventories.transform.GetChild(i).gameObject.activeSelf)
                {
                    openInventory = GameManager.Instance.Ui.Panel_Inventories.transform.GetChild(i).GetComponentInChildren <InventoryOwner>().Owner.GetComponent <Behaviour.Inventory>();
                    break;
                }
            }

            // Use the item if no inventory opened
            if (openInventory == null)
            {
                ii.ItemContainer.UseItem(owner.GetComponent <PawnInstance>());

                if (ii.ItemContainer.Quantity <= 0)
                {
                    if (GameManager.Instance.Ui.tooltipItem.activeSelf)
                    {
                        GameManager.Instance.Ui.tooltipItem.SetActive(false);
                    }
                    InventoryManager.RemoveItem(owner.GetComponent <Behaviour.Inventory>().Items, ii.ItemContainer);
                    if (GameManager.Instance.CurrentState == GameState.InTuto)
                    {
                        TutoManager.MouseClicked = true;
                    }
                }
            }
            // Change item owner if an inventory is opened when double clicking
            else
            {
                ItemContainer itemDoubleClicked = eventData.pointerPress.GetComponent <ItemInstance>().ItemContainer;

                if (InventoryManager.AddItemToInventory(openInventory.Items, itemDoubleClicked))
                {
                    InventoryManager.RemoveItem(GameManager.Instance.GetFirstSelectedKeeper().GetComponent <Behaviour.Inventory>().Items, itemDoubleClicked);
                }

                openInventory.UpdateInventories();
            }

            owner.GetComponent <Behaviour.Inventory>().UpdateInventories();
        }
    }