/// <summary> /// /// </summary> /// <param name="p"></param> public void Init(Player p) { player = p; UsableSelected = new AbstractUsable(); ItemMenu = new ScrollNavigator <AbstractUsable, AbstractAbility>(); SelectionName = "Attack"; SelectionMenu = new Navigator(); ItemMenu.Init(new Vector3(-76, 40), new Vector3(-33, 40), new Vector3(92, -11), -24, 0, 4, GameObject.Find("List Panel").transform.FindChild("Arrow2").gameObject, GameObject.Find("List Panel").transform.FindChild("NextArrow").gameObject, GameObject.Find("List Panel").transform.FindChild("PrevArrow").gameObject, GameObject.Find("List Panel")); GameObject SelectPanel = GameObject.Find("Select Panel"); Message = GameObject.Find("Message"); List <GameObject> SelectItem = new List <GameObject>(); GameObject.Find("List Panel").transform.FindChild("Quantity").gameObject.SetActive(false); for (int i = 0; i < SelectPanel.transform.childCount; i++) { GameObject ic = SelectPanel.transform.GetChild(i).gameObject; if (!ic.name.Contains("Arrow")) { SelectItem.Add(ic); } } SelectionMenu.Init(GameObject.Find("Arrow3"), SelectItem); ItemMenu.HideList(); }
public List <AbstractUsable> getItem() { List <AbstractUsable> returnVal = new List <AbstractUsable>(); foreach (var i in this.BattleEnemy.Data.Items) { if (i.ApplyRate >= UnityEngine.Random.Range(1, 100)) { AbstractUsable newVal = new AbstractUsable(); newVal.AreaOfEffect = i.Element.AreaOfEffect; newVal.Attribute = i.Element.Attribute; newVal.Available = i.Element.Available; newVal.Available = i.Element.Available; newVal.Description = i.Element.Description; newVal.HitRate = i.Element.HitRate; newVal.Image = i.Element.Image; newVal.ItemName = i.Element.ItemName; newVal.KeyItem = i.Element.KeyItem; newVal.Power = i.Element.Power; newVal.Price = i.Element.Price; newVal.States = i.Element.States; newVal.StateType = i.Element.StateType; returnVal.Add(newVal); } } return(returnVal); }
public void UseItem(AbstractUsable UsableSelected) { ActionSelected = Actions.Usable; SELECTIONMODE = true; UsableToUse = UsableSelected; if (UsableToUse.AreaOfEffect == Constant.AOE.OneEnemy) { ActiveSelector(); } }
/// <summary> /// Inserta un usable en el inventorio /// </summary> /// <param name="u">Usable a insertar</param> public void InsertUsable(AbstractUsable u) { if (Usables.ContainsKey(u.ItemName)) { Usables[u.ItemName].Second++; } else { Usables[u.ItemName] = new Tuple <AbstractUsable, int>(u, 1); } }
/// <summary> /// Retorna la lista de usables y su cantidad /// </summary> /// <returns></returns> public List <Tuple <AbstractUsable, int> > GetUsables() { List <Tuple <AbstractUsable, int> > returnList = new List <Tuple <AbstractUsable, int> >(); foreach (string key in Usables.Keys) { AbstractUsable i = Usables[key].First; int cant = Usables[key].Second; returnList.Add(new Tuple <AbstractUsable, int>(i, cant)); } return(returnList); }
/// <summary> /// /// </summary> /// <param name="selected"></param> public override void On(Item selected) { UsableSelected = selected as AbstractUsable; switch (MenuSelection) { case 0: break; case 1: GameObject.Find("Description").GetComponent <Text>().text = "Attribute affected " + UsableSelected.Attribute.ToString() + " " + UsableSelected.Power.ToString() + ", " + UsableSelected.AreaOfEffect.ToString() + "." + UsableSelected.Description; break; default: break; } }
public Rate() { Element = new AbstractUsable(); }
public Usable() { Data = new AbstractUsable(); }
public Pickup() { ItemUsable = new AbstractUsable(); ItemArmor = new AbstractArmor(); ItemWeapon = new AbstractWeapon(); }
public void Initialize(ref AbstractUsable item) { UsableSelected = item; Init(); }