コード例 #1
0
        //public AnimationClip successAnimation;
        //public AnimationClip failedAnimation;
        //public AnimationClip canceledAnimation;


        #region Notifies

        public virtual void NotifyCraftSuccess(InventoryCraftingCategory category, InventoryCraftingBlueprint blueprint, InventoryItemBase result)
        {
            InventoryManager.instance.lang.craftedItem.Show(blueprint.itemResult.name, blueprint.itemResult.description);

            if (successCraftItem != null)
                InventoryUtility.AudioPlayOneShot(successCraftItem);

            if (OnCraftSuccess != null)
                OnCraftSuccess(category, blueprint, result);
        }
コード例 #2
0
 public void OnCraftFailed(InventoryCraftingCategory category, InventoryCraftingBlueprint blueprint)
 {
     if (onCraftingFailed.Count > 0)
     {
         RunEvents(onCraftingFailed,
             new plyEventArg("itemID", (int)blueprint.itemResult.ID),
             new plyEventArg("category", category),
             new plyEventArg("categoryID", (int)category.ID),
             new plyEventArg("blueprint", blueprint),
             new plyEventArg("blueprintID", (int)blueprint.ID));
     }
 }
コード例 #3
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 public void OnCraftProgress(InventoryCraftingCategory category, InventoryCraftingBlueprint blueprint, float progress)
 {
     if (onCraftingProgress.Count > 0)
     {
         RunEvents(onCraftingProgress,
             new plyEventArg("itemID", (int)blueprint.itemResult.ID),
             new plyEventArg("category", category),
             new plyEventArg("categoryID", (int)category.ID),
             new plyEventArg("blueprint", blueprint),
             new plyEventArg("blueprintID", (int)blueprint.ID),
             new plyEventArg("progress", progress));
     }
 }
コード例 #4
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 public void OnCraftSuccess(InventoryCraftingCategory category, InventoryCraftingBlueprint blueprint, InventoryItemBase result)
 {
     if (onCraftingSuccess.Count > 0)
     {
         RunEvents(onCraftingSuccess,
             new plyEventArg("item", result),
             new plyEventArg("itemID", (int)result.ID),
             new plyEventArg("category", category),
             new plyEventArg("categoryID", (int)category.ID),
             new plyEventArg("blueprint", blueprint),
             new plyEventArg("blueprintID", (int)blueprint.ID));
     }
 }
コード例 #5
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        protected virtual void RemoveRequiredCraftItems(InventoryCraftingCategory category, InventoryCraftingBlueprint blueprint)
        {
            // Remove items from inventory
            foreach (var item in blueprint.requiredItems)
                InventoryManager.RemoveItem(item.item.ID, (uint)item.amount, category.alsoScanBankForRequiredItems); //  * GetCraftInputFieldAmount()

            // Remove gold
            InventoryManager.RemoveCurrency(blueprint.craftingCost);
        }
コード例 #6
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 protected virtual IEnumerator _CraftItem(InventoryCraftingCategory category, InventoryCraftingBlueprint blueprint, int amount, float currentCraftTime)
 {
     // Override me!
     return null;
 }
コード例 #7
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        public virtual void NotifyCraftCanceled(InventoryCraftingCategory category, InventoryCraftingBlueprint blueprint, float progress)
        {
            InventoryManager.instance.lang.craftingCanceled.Show(currentBlueprint.itemResult.name, currentBlueprint.itemResult.description);
            activeCraft = null;

            if (canceledCraftItem != null)
                InventoryUtility.AudioPlayOneShot(canceledCraftItem);

            if (OnCraftCanceled != null)
                OnCraftCanceled(currentCategory, currentBlueprint, currentCraftProgress);
        }
コード例 #8
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 public void OnCraftFailed(InventoryCraftingCategory category, InventoryCraftingBlueprint blueprint)
 {
     if (eventHandler != null)
         eventHandler.OnCraftFailed(category, blueprint);
 }
コード例 #9
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        /// <summary>
        /// Called when an item is being crafted.
        /// </summary>
        /// <param name="progress"></param>
        protected virtual void NotifyCraftProgress(InventoryCraftingCategory category, InventoryCraftingBlueprint blueprint, float progress)
        {
            currentCraftProgress = progress;
            if (blueprintCraftProgressSlider != null)
                blueprintCraftProgressSlider.value = currentCraftProgress;

            if (OnCraftProgress != null)
                OnCraftProgress(category, blueprint, progress);
        }
コード例 #10
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        public virtual void SetCraftingCategory(InventoryCraftingCategory category)
        {
            currentCategory = category;
            CancelActiveCraft(); // Just in case

            if(category.cols * category.rows > items.Length)
            {
                AddSlots((uint)(category.cols * category.rows - items.Length)); // Increase
            }
            else if (category.cols * category.rows < items.Length)
            {
                RemoveSlots((uint)(items.Length - category.cols * category.rows)); // Decrease
            }
        }
コード例 #11
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        public virtual void NotifyCraftFailed(InventoryCraftingCategory category, InventoryCraftingBlueprint blueprint)
        {
            InventoryManager.instance.lang.craftingFailed.Show(blueprint.itemResult.name, blueprint.itemResult.description);

            if (failedCraftItem != null)
                InventoryUtility.AudioPlayOneShot(failedCraftItem);

            if (OnCraftFailed != null)
                OnCraftFailed(category, blueprint);
        }
コード例 #12
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        protected override void RemoveRequiredCraftItems(InventoryCraftingCategory category, InventoryCraftingBlueprint blueprint)
        {
            // Remove items from inventory
            uint[] keys = currentBlueprintItemsDict.Keys.ToArray();
            uint[] vals = currentBlueprintItemsDict.Values.ToArray();
            for (int i = 0; i < keys.Length; i++)
            {
                InventoryManager.RemoveItem(keys[i], vals[i], category.alsoScanBankForRequiredItems); //  * GetCraftInputFieldAmount()
            }

            // Remove gold
            InventoryManager.RemoveCurrency(blueprint.craftingCost);
        }
コード例 #13
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 /// <summary>
 /// Called when an item is being crafted.
 /// </summary>
 /// <param name="progress"></param>
 public override void NotifyCraftProgress(InventoryCraftingCategory category, InventoryCraftingBlueprint blueprint, float progress)
 {
     base.NotifyCraftProgress(category, blueprint, progress);
     
     if (blueprintCraftProgressSlider != null)
         blueprintCraftProgressSlider.value = progress;
 }
コード例 #14
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        public virtual void SetCraftingCategory(InventoryCraftingCategory category)
        {
            currentCategory = category;
            CancelActiveCraft(); // Just in case

#if UNITY_EDITOR
            if (currentCategory == null)
            {
                Debug.LogWarning("Received a null object when trying to set the crafting category.", transform);
                return;
            }
#endif

            if(category.cols * category.rows > items.Length)
            {
                AddSlots((uint)(category.cols * category.rows - items.Length)); // Increase
            }
            else if (category.cols * category.rows < items.Length)
            {
                RemoveSlots((uint)(items.Length - category.cols * category.rows)); // Decrease
            }
        }
コード例 #15
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 public void OnCraftCanceled(InventoryCraftingCategory category, InventoryCraftingBlueprint blueprint, float progress)
 {
     if (eventHandler != null)
         eventHandler.OnCraftCanceled(category, blueprint, progress);
 }
コード例 #16
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        protected virtual bool GiveCraftReward(InventoryCraftingCategory category, InventoryCraftingBlueprint blueprint)
        {
            if (blueprint.successChanceFactor >= UnityEngine.Random.value)
            {
                // Store crafted item
                var c = GameObject.Instantiate<InventoryItemBase>(blueprint.itemResult);
                c.currentStackSize = (uint)(blueprint.itemResultCount); //  * GetCraftInputFieldAmount()
                if (category.forceSaveInCollection != null)
                {
                    bool added = category.forceSaveInCollection.AddItem(c);
                    if (added == false)
                        return false;
                }
                else
                {
                    bool added = InventoryManager.AddItem(c);
                    if(added == false)
                        return false;
                }

                NotifyCraftSuccess(category, blueprint, c);
                return true;
            }

            NotifyCraftFailed(category, blueprint);
            return false;
        }
コード例 #17
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        protected override IEnumerator _CraftItem(InventoryCraftingCategory category, InventoryCraftingBlueprint blueprint, int amount, float currentCraftTime)
        {
            bool canCraft = CanCraftBlueprint(blueprint, category.alsoScanBankForRequiredItems, amount);
            if (canCraft)
            {
                float counter = currentCraftTime;
                while (true)
                {
                    yield return new WaitForSeconds(Time.deltaTime); // Update loop
                    counter -= Time.deltaTime;
                    NotifyCraftProgress(category, blueprint, 1.0f - Mathf.Clamp01(counter / currentCraftTime));

                    if (counter <= 0.0f)
                        break;
                }


                RemoveRequiredCraftItems(category, blueprint);
                GiveCraftReward(category, blueprint);


                amount--;
                currentBlueprintItemsDict.Clear();
                ValidateReferences();

                if (amount > 0)
                {
                    activeCraft = _CraftItem(category, blueprint, amount, Mathf.Clamp(currentCraftTime / blueprint.craftingTimeSpeedupFactor, 0.0f, blueprint.craftingTimeDuration));
                    StartCoroutine(activeCraft);
                }
                else
                {
                    activeCraft = null; // All done
                }
            }
            else
            {
                //StopCoroutine(activeCraft);
                activeCraft = null;
            }
        }
コード例 #18
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        public virtual void SetCraftingCategory(InventoryCraftingCategory category)
        {
            categoryPool.DestroyAll();
            blueprintPool.DestroyAll();
            currentCategory = category;
            if (blueprintCraftAmountInput != null)
                blueprintCraftAmountInput.text = "1"; // Reset

            CancelActiveCraft(); // Just in case

            if(currentCategoryTitle != null)
                currentCategoryTitle.text = currentCategory.name;

            if (currentCategoryDescription != null)
                currentCategoryDescription.text = currentCategory.description;

            if (noBlueprintSelectedPage != null)
                noBlueprintSelectedPage.Show();

            if (blueprintCraftPage == null && currentCategory.blueprints.Length > 0)
                SetBlueprint(currentCategory.blueprints[0]); // Select first blueprint

            int lastItemCategory = -1;
            foreach (var b in currentCategory.blueprints)
            {
                if (b.playerLearnedBlueprint == false)
                    continue;

                var blue = blueprintPool.Get();
                blue.transform.SetParent(blueprintsContainer);
                blue.Set(b);

                if (blueprintCategoryPrefab != null)
                {
                    if (lastItemCategory != b.itemResult.category.ID)
                    {
                        lastItemCategory = (int)b.itemResult.category.ID;

                        var uiCategory = categoryPool.Get();
                        uiCategory.Set(b.itemResult.category.name);

                        uiCategory.transform.SetParent(blueprintsContainer);
                        blue.transform.SetParent(uiCategory.container);
                    }
                }

                var bTemp = b; // Store capture list, etc.
                blue.button.onClick.AddListener(() =>
                {
                    currentBlueprint = bTemp;
                    SetBlueprint(currentBlueprint);
                    CancelActiveCraft(); // Just in case

                    if (blueprintCraftPage != null && blueprintCraftPage.isVisible == false)
                        blueprintCraftPage.Show();
                });
            }
        }
コード例 #19
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        /// <summary>
        /// Tries to find a blueprint based on the current layout / items inside the UI item wrappers (items).
        /// </summary>
        /// <param name="cat"></param>
        /// <returns>Returns blueprint if found one, null if not.</returns>
        public virtual InventoryCraftingBlueprint GetBlueprintFromCurrentLayout(InventoryCraftingCategory cat)
        {
            if(items.Length != cat.cols * cat.rows)
            {
                Debug.LogWarning("Updating blueprint but blueprint layout cols/rows don't match the collection");
            }

            int totalItemCountInLayout = 0; // Nr of items inside the UI wrappers.
            foreach (var item in items)
            {
                if (item.item != null)
                    totalItemCountInLayout++;
            }

            foreach (var b in cat.blueprints)
            {
                foreach (var a in b.blueprintLayouts)
                {
                    if (a.enabled)
                    {
                        var hasItems = new Dictionary<uint, uint>(); // ItemID, amount
                        //var requiredItems = new Dictionary<uint, uint>(); // ItemID, amount
                        currentBlueprintItemsDict.Clear();

                        int counter = 0; // Item index counter
                        int shouldHaveCount = 0; // Amount we should have..
                        int hasCount = 0; // How many slots in our layout
                        bool shouldBreak = false;
                        foreach (var r in a.rows)
                        {
                            if (shouldBreak)
                                break;

                            foreach (var c in r.columns)
                            {
                                if (shouldBreak)
                                    break;

                                if (c.item != null && c.amount > 0)
                                {
                                    if (currentBlueprintItemsDict.ContainsKey(c.item.ID) == false)
                                        currentBlueprintItemsDict.Add(c.item.ID, 0);

                                    currentBlueprintItemsDict[c.item.ID] += (uint)c.amount;
                                    shouldHaveCount++;

                                    if (items[counter].item != null)
                                    {
                                        if (items[counter].item.ID != c.item.ID)
                                        {
                                            shouldBreak = true;
                                            break; // Item in the wrong place...
                                        }

                                        if(hasItems.ContainsKey(c.item.ID) == false)
                                        {
                                            hasItems.Add(c.item.ID, InventoryManager.GetItemCount(c.item.ID, cat.alsoScanBankForRequiredItems));
                                        }

                                        hasCount++;
                                    }
                                    else if(items[counter].item == null && c != null)
                                    {
                                        shouldBreak = true;
                                        break;
                                    }
                                }

                                counter++;
                            }
                        }

                        if (shouldBreak)
                            break; // Onto the next one

                        // Filled slots test
                        if (totalItemCountInLayout != hasCount || shouldHaveCount != hasCount)
                            break;

                        // Check count
                        foreach (var item in currentBlueprintItemsDict)
                        {
                            if (hasItems.ContainsKey(item.Key) == false || hasItems[item.Key] < item.Value)
                                shouldBreak = true;
                        }

                        if (shouldBreak)
                            break;

                        return b;
                    }
                }
            }

            return null; // Nothing found
        }
コード例 #20
0
        private IEnumerator _CraftItem(InventoryCraftingCategory category, InventoryCraftingBlueprint blueprint, int amount, float currentCraftTime)
        {
            bool canCraft = CanCraftBlueprint(blueprint, category.alsoScanBankForRequiredItems, amount);
            if (canCraft)
            {
                float counter = currentCraftTime;
                while (true)
                {
                    yield return new WaitForSeconds(Time.deltaTime); // Update loop
                    counter -= Time.deltaTime;
                    NotifyCraftProgress(category, blueprint, 1.0f - Mathf.Clamp01(counter / currentCraftTime));

                    if (counter <= 0.0f)
                        break;
                }

                // Remove items from inventory
                foreach (var item in blueprint.requiredItems)
                {
                    InventoryManager.RemoveItem(item.item.ID, (uint)item.amount, category.alsoScanBankForRequiredItems); //  * GetCraftInputFieldAmount()
                }

                // Remove gold
                InventoryManager.instance.inventory.gold -= blueprint.craftCostPrice;

                if (blueprint.successChanceFactor >= Random.value)
                {
                    // Store crafted item
                    var c = GameObject.Instantiate<InventoryItemBase>(blueprint.itemResult);
                    c.currentStackSize = (uint)(blueprint.itemResultCount); //  * GetCraftInputFieldAmount()
                    if (category.forceSaveInCollection != null)
                    {
                        category.forceSaveInCollection.AddItem(c);
                    }
                    else
                    {
                        InventoryManager.AddItem(c);
                    }

                    InventoryManager.instance.lang.craftedItem.Show(blueprint.itemResult.name, blueprint.itemResult.description);

                    if (OnCraftSuccess != null)
                        OnCraftSuccess(category, blueprint, c);
                }
                else
                {
                    InventoryManager.instance.lang.craftingFailed.Show(blueprint.itemResult.name, blueprint.itemResult.description);

                    if (OnCraftFailed != null)
                        OnCraftFailed(category, blueprint);
                }

                amount--;

                if (amount > 0)
                {
                    if (blueprintCraftAmountInput != null)
                        blueprintCraftAmountInput.text = amount.ToString();

                    activeCraft = _CraftItem(category, blueprint, amount, Mathf.Clamp(currentCraftTime / blueprint.craftingTimeSpeedupFactor, 0.0f, blueprint.craftingTimeDuration));
                    StartCoroutine(activeCraft);
                }
                else
                {
                    activeCraft = null; // All done
                }
            }
            else
            {
                //StopCoroutine(activeCraft);
                activeCraft = null;
            }
        }
コード例 #21
0
        /// <summary>
        /// Crafts the item and triggers the coroutine method to handle the crafting itself.
        /// </summary>
        /// <param name="category"></param>
        /// <param name="blueprint"></param>
        /// <param name="amount"></param>
        /// <returns></returns>
        protected virtual bool CraftItem(InventoryCraftingCategory category, InventoryCraftingBlueprint blueprint, int amount)
        {
            if (activeCraft != null)
                return false; // Already crafting

            activeCraft = _CraftItem(category, blueprint, amount, blueprint.craftingTimeDuration);
            StartCoroutine(activeCraft);

            return true;
        }
コード例 #22
0
        public virtual void NotifyCraftProgress(InventoryCraftingCategory category, InventoryCraftingBlueprint blueprint, float progress)
        {
            currentCraftProgress = progress;

            if (OnCraftProgress != null)
                OnCraftProgress(category, blueprint, progress);
        }
コード例 #23
0
        private IEnumerator _CraftItem(InventoryCraftingCategory category, InventoryCraftingBlueprint blueprint, int amount, float currentCraftTime)
        {
            bool canCraft = CanCraftBlueprint(blueprint, category.alsoScanBankForRequiredItems, amount);
            if (canCraft)
            {
                float counter = currentCraftTime;
                while (true)
                {
                    yield return new WaitForSeconds(Time.deltaTime); // Update loop
                    counter -= Time.deltaTime;
                    NotifyCraftProgress(category, blueprint, 1.0f - Mathf.Clamp01(counter / currentCraftTime));

                    if (counter <= 0.0f)
                        break;
                }

                // Remove items from inventory
                uint[] keys = currentBlueprintItemsDict.Keys.ToArray();
                uint[] vals = currentBlueprintItemsDict.Values.ToArray();
                for (int i = 0; i < keys.Length; i++)
                {
                    InventoryManager.RemoveItem(keys[i], vals[i], category.alsoScanBankForRequiredItems); //  * GetCraftInputFieldAmount()
                }

                for (int i = 0; i < keys.Length; i++)
                {
                    uint c = InventoryManager.GetItemCount(keys.ElementAt(i), category.alsoScanBankForRequiredItems);
                    foreach (var item in items)
                    {
                        if(item.item != null && c == 0)
                        {
                            item.item = null;
                            item.Repaint();
                        }
                    }
                }

                // Remove gold
                InventoryManager.instance.inventory.gold -= blueprint.craftCostPrice;

                if (blueprint.successChanceFactor >= Random.value)
                {
                    // Store crafted item
                    var c = GameObject.Instantiate<InventoryItemBase>(blueprint.itemResult);
                    c.currentStackSize = (uint)(blueprint.itemResultCount); //  * GetCraftInputFieldAmount()
                    if (category.forceSaveInCollection != null)
                    {
                        category.forceSaveInCollection.AddItem(c);
                    }
                    else
                    {
                        InventoryManager.AddItem(c);
                    }

                    InventoryManager.instance.lang.craftedItem.Show(blueprint.itemResult.name, blueprint.itemResult.description);

                    if (OnCraftSuccess != null)
                        OnCraftSuccess(category, blueprint, c);
                }
                else
                {
                    InventoryManager.instance.lang.craftingFailed.Show(blueprint.itemResult.name, blueprint.itemResult.description);

                    if (OnCraftFailed != null)
                        OnCraftFailed(category, blueprint);
                }

                amount--;
                currentBlueprintItemsDict.Clear();

                if (amount > 0)
                {
                    activeCraft = _CraftItem(category, blueprint, amount, Mathf.Clamp(currentCraftTime / blueprint.craftingTimeSpeedupFactor, 0.0f, blueprint.craftingTimeDuration));
                    StartCoroutine(activeCraft);
                }
                else
                {
                    activeCraft = null; // All done
                }
            }
            else
            {
                //StopCoroutine(activeCraft);
                activeCraft = null;
            }
        }
コード例 #24
0
 public void OnCraftSuccess(InventoryCraftingCategory category, InventoryCraftingBlueprint blueprint, InventoryItemBase result)
 {
     if (eventHandler != null)
         eventHandler.OnCraftSuccess(category, blueprint, result);
 }