コード例 #1
0
        /// <summary>
        /// Sell an item to this vendor.
        /// </summary>
        /// <param name="item"></param>
        /// <param name="amount"></param>
        public virtual void SellItemToVendor(InventoryItemBase item)
        {
            uint max = InventoryManager.GetItemCount(item.ID, false);

            if (CanSellItemToVendor(item, max) == false)
            {
                InventoryManager.instance.lang.vendorCannotSellItem.Show(item.name, item.description, max);
                return;
            }

            InventorySettingsManager.instance.buySellDialog.ShowDialog("Sell " + name, "Are you sure you want to sell " + name, "Sell", "Cancel", 1, (int)max, item, ItemBuySellDialogAction.Selling, this, (amount) =>
            {
                // Sell items
                SellItemToVendorNow(item, (uint)amount);
            }, (amount) =>
            {
                // Canceled
            });
        }
        /// <summary>
        /// Does the inventory contain the required items?
        /// </summary>
        /// <param name="blueprint"></param>
        /// <param name="alsoScanBank"></param>
        /// <param name="craftCount"></param>
        /// <returns></returns>
        public virtual bool CanCraftBlueprint(InventoryCraftingBlueprint blueprint, bool alsoScanBank, int craftCount)
        {
            foreach (var item in blueprint.requiredItems)
            {
                uint count = InventoryManager.GetItemCount(item.item.ID, alsoScanBank);
                if (count < item.amount * craftCount)
                {
                    InventoryManager.instance.lang.craftingDontHaveRequiredItems.Show(item.item.name, item.item.description, blueprint.name);
                    return(false);
                }
            }

            if (InventoryManager.instance.inventory.gold < blueprint.craftCostPrice * craftCount)
            {
                InventoryManager.instance.lang.userNotEnoughGold.Show(blueprint.itemResult.name, blueprint.itemResult.description, craftCount, blueprint.craftCostPrice * craftCount, InventoryManager.instance.inventory.gold);
                return(false);
            }

            // Can the items be stored in the inventory / designated spot?
            if (currentCategory.forceSaveInCollection != null)
            {
                bool added = currentCategory.forceSaveInCollection.CanAddItem(blueprint.itemResult);
                if (added == false)
                {
                    return(false);
                }
            }
            else
            {
                bool added = InventoryManager.CanAddItem(blueprint.itemResult);
                if (added == false)
                {
                    return(false);
                }
            }

            return(true);
        }
        public override void Repaint()
        {
            base.Repaint();

            if (item != null)
            {
                uint count = InventoryManager.GetItemCount(item.ID, false);
                amountText.text = count.ToString();

                if (count == 0)
                {
                    icon.material = InventoryManager.instance.skillbar.grayMaterial;
                }
                else
                {
                    icon.material = InventoryManager.instance.skillbar.defaultMaterial;
                }
            }
            else
            {
                amountText.text = string.Empty;
                icon.material   = InventoryManager.instance.skillbar.defaultMaterial;
            }
        }
        protected virtual void SetBlueprint(InventoryCraftingBlueprint blueprint)
        {
            if (window.isVisible == false)
            {
                return;
            }

            // Set all the details for the blueprint.
            if (blueprintTitle != null)
            {
                blueprintTitle.text = blueprint.name;
            }

            if (blueprintDescription != null)
            {
                blueprintDescription.text = blueprint.description;
            }

            if (blueprintIcon != null)
            {
                blueprintIcon.item = blueprint.itemResult;
                blueprintIcon.item.currentStackSize = (uint)blueprint.itemResultCount;
                blueprintIcon.Repaint();
                blueprintIcon.item.currentStackSize = 1; // Reset
            }

            if (blueprintCraftProgressSlider)
            {
                blueprintCraftProgressSlider.value = 0.0f; // Reset
            }
            if (blueprintCraftCostText != null)
            {
                if (InventoryManager.instance.inventory.gold < blueprint.craftCostPrice)
                {
                    blueprintCraftCostText.color = itemsNotAvailableColor;
                }
                else
                {
                    blueprintCraftCostText.color = itemsAvailableColor;
                }

                blueprintCraftCostText.text = InventorySettingsManager.instance.currencyFormatter.Format(blueprint.craftCostPrice);
            }

            blueprintRequiredItemsPool.DestroyAll();
            foreach (var item in blueprint.requiredItems)
            {
                var ui = blueprintRequiredItemsPool.Get();
                item.item.currentStackSize = (uint)item.amount;
                ui.transform.SetParent(blueprintRequiredItemsContainer);
                ui.item = item.item;
                if (InventoryManager.GetItemCount(item.item.ID, currentCategory.alsoScanBankForRequiredItems) >= item.amount)
                {
                    ui.icon.color = itemsAvailableColor;
                }
                else
                {
                    ui.icon.color = itemsNotAvailableColor;
                }

                ui.Repaint();
                item.item.currentStackSize = 1; // Reset
            }
        }
コード例 #5
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 #6
0
        /// <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
        }