/// <summary> /// On menu item select. /// </summary> static void Skill() { DadCell res = null; if (Selection.activeGameObject != null) { res = AccessUtility.GetComponentInParent <DadCell>(Selection.activeGameObject.transform); } if (res != null) { // Create skill from prefab string prefabName = "Demo/Skill"; GameObject prefab = Resources.Load <GameObject>(prefabName); if (prefab != null) { GameObject go = Instantiate(prefab, res.transform); go.name = prefab.name; go.transform.SetAsFirstSibling(); } else { Debug.Log("Can't find needed prefab in Resources folder: " + prefabName); } } else { Debug.Log("Please choose any DaD cell on scene before add this element"); } }
/// <summary> /// Adds existing item. /// </summary> /// <returns>The item.</returns> /// <param name="stackItem">Stack item.</param> /// <param name="limit">Limit.</param> public int AddExistingItem(StackItem stackItem, int limit) { int res = 0; if (stackItem != null) { // Init internal state (just in case it was not initted before) stackItem.Init(); StackGroup sourceStackGroup = AccessUtility.GetComponentInParent <StackGroup>(stackItem.transform); StackCell sourceStackCell = stackItem.GetStackCell(); StackGroupEventDescriptor desc = new StackGroupEventDescriptor(); // Try to distribute item inside group's items and cells DistributeResults distributeResults = DistributeAnywhere(stackItem, limit, null); res += distributeResults.amount; // Send stack event notification if (res > 0) { PlaySound(stackItem.sound); desc.sourceGroup = sourceStackGroup; desc.destinationGroup = this; desc.sourceCell = sourceStackCell; desc.destinationCells = distributeResults.cells; SendNotification(desc); } } return(res); }
/// <summary> /// Updates stack's condition. /// </summary> private void UpdateCondition() { int stack = GetStack(); if (stack > 1) { ShowStack(); } else if (stack == 1) { // Hide stack text if stack == 0 HideStack(); } else { // Stack <= 0 DadCell dadCell = AccessUtility.GetComponentInParent <DadCell>(transform); if (dadCell != null) { dadCell.RemoveItem(); } else { Destroy(gameObject); } } }
/// <summary> /// Distribute destination item in source group than place source item in just vacated cell. /// </summary> /// <returns><c>true</c>, if item was replaced, <c>false</c> otherwise.</returns> /// <param name="sourceStackItem">Source stack item.</param> /// <param name="destinationStackItem">Destination stack item.</param> public bool ReplaceItems(StackItem sourceStackItem, StackItem destinationStackItem) { bool res = false; StackCell sourceStackCell = sourceStackItem.GetStackCell(); StackCell destinationStackCell = destinationStackItem.GetStackCell(); StackGroup sourceStackGroup = AccessUtility.GetComponentInParent <StackGroup>(sourceStackItem.transform); if (sourceStackItem != null && destinationStackItem != null && sourceStackCell != null && destinationStackCell != null && sourceStackGroup != null) { StackGroupEventDescriptor distributeDesc = new StackGroupEventDescriptor(); StackGroupEventDescriptor swapDesc = new StackGroupEventDescriptor(); // Try distribute item from destination cell into source group DistributeResults distributeResults = sourceStackGroup.DistributeAnywhere(destinationStackItem, destinationStackItem.GetStack(), null); if (distributeResults.amount > 0) { distributeDesc.sourceGroup = this; distributeDesc.destinationGroup = sourceStackGroup; distributeDesc.sourceCell = destinationStackCell; distributeDesc.destinationCells = distributeResults.cells; // If destination cell is empty now if (destinationStackCell.GetStackItem() == null) { // Place source item into it if (destinationStackCell.UniteStack(sourceStackItem, sourceStackItem.GetStack()) > 0) { PlaySound(sourceStackItem.sound); swapDesc.sourceGroup = sourceStackGroup; swapDesc.destinationGroup = this; swapDesc.sourceCell = sourceStackCell; swapDesc.destinationCells.Add(destinationStackCell); res = true; } } } if (distributeResults.amount > 0) { // Send distribute stack event notification SendNotification(distributeDesc); if (res == true) { // Send swap stack item event notification SendNotification(swapDesc); } } } return(res); }
/// <summary> /// Remove quick item. /// </summary> public void Remove() { DadCell dadCell = AccessUtility.GetComponentInParent <DadCell>(transform); if (dadCell != null) { dadCell.RemoveItem(); } else { Destroy(gameObject); } }
/// <summary> /// Unites item in stack with this cell. /// </summary> /// <returns>The stack.</returns> /// <param name="stackItem">Stack item.</param> /// <param name="limit">Stack limit.</param> public int UniteStack(StackItem stackItem, int limit) { int res = 0; if (stackItem != null) { int allowedSpace = GetAllowedSpace(); StackItem myStackItem = GetStackItem(); if (myStackItem == null) // Cell has no item { if (SortCell.IsSortAllowed(gameObject, stackItem.gameObject) == true) // Item type is allowed for this cell { if (stackItem.GetStack() == limit && allowedSpace >= limit) // Cell has anough space for all item's stack { // Totaly place item in new cell DadCell sourceDadCell = AccessUtility.GetComponentInParent <DadCell>(stackItem.transform); if (sourceDadCell != null) { DadCell.SwapItems(gameObject, sourceDadCell.gameObject); } else { DadCell.AddItem(gameObject, stackItem.gameObject); } res = limit; } else // Only part of item stack will be placed into new cell { // Create new stack item to put it into this cell StackItem newStackItem = Instantiate(stackItem); newStackItem.name = stackItem.name; DadCell.AddItem(gameObject, newStackItem.gameObject); // Check the correct amout of united item int stackDelta = Mathf.Min(stackItem.GetStack(), allowedSpace, limit); newStackItem.SetStack(stackDelta); stackItem.ReduceStack(stackDelta); res = stackDelta; } } } else if (HasSameItem(stackItem) == true) // Cell has same item { int stackDelta = Mathf.Min(stackItem.GetStack(), allowedSpace, limit); myStackItem.AddStack(stackDelta); stackItem.ReduceStack(stackDelta); res = stackDelta; } } return(res); }
/// <summary> /// Awake this instance. /// </summary> void Awake() { foreach (GameObject source in permittedSources) { StackGroup stackGroup = AccessUtility.GetComponentInParent <StackGroup>(source.transform); if (stackGroup == null) { stackGroup = source.GetComponentInChildren <StackGroup>(true); } if (stackGroup != null && stackGroup.eventAdditionalReceivers.Contains(gameObject) == false) { // Add quick slot group as stack events receiver stackGroup.eventAdditionalReceivers.Add(gameObject); } } }
/// <summary> /// Raises the DaD group event. /// </summary> /// <param name="desc">Desc.</param> public void OnDadGroupEvent(DadCell.DadEventDescriptor desc) { switch (desc.triggerType) { case DadCell.TriggerType.DragGroupRequest: case DadCell.TriggerType.DropGroupRequest: if (myState == MyState.WaitForRequest) { // Disable standard DaD logic desc.groupPermission = false; myState = MyState.WaitForEvent; } break; case DadCell.TriggerType.DragEnd: if (myState == MyState.WaitForEvent) { StackGroup sourceStackControl = AccessUtility.GetComponentInParent <StackGroup>(desc.sourceCell.transform); StackGroup destStackControl = AccessUtility.GetComponentInParent <StackGroup>(desc.destinationCell.transform); if (sourceStackControl != destStackControl) { // If this group is source group - do nothing myState = MyState.WaitForRequest; } } break; case DadCell.TriggerType.DropEnd: if (myState == MyState.WaitForEvent) { // If this group is destination group myState = MyState.Busy; // Operate item's drop eventHandkerCoroutine = coroutineContainer.StartCoroutine(EventHandler(desc)); } break; } }
/// <summary> /// Stack event handler. /// </summary> /// <returns>The handler.</returns> /// <param name="desc">Desc.</param> private IEnumerator EventHandler(DadCell.DadEventDescriptor dadDesc) { StackGroup sourceStackGroup = AccessUtility.GetComponentInParent <StackGroup>(dadDesc.sourceCell.transform); StackGroup destStackGroup = AccessUtility.GetComponentInParent <StackGroup>(dadDesc.destinationCell.transform); if (sourceStackGroup == null || destStackGroup == null) { dadDesc.groupPermission = false; myState = MyState.WaitForRequest; yield break; } StackCell destStackCell = dadDesc.destinationCell.GetComponent <StackCell>(); StackCell sourceStackCell = dadDesc.sourceCell.GetComponent <StackCell>(); if (destStackCell == null || sourceStackCell == null) { dadDesc.groupPermission = false; myState = MyState.WaitForRequest; yield break; } StackItem destStackItem = destStackCell.GetStackItem(); StackItem sourceStackItem = sourceStackCell.GetStackItem(); StackGroupEventDescriptor stackDescPrimary = new StackGroupEventDescriptor(); // Stack event info stackDescPrimary.sourceGroup = sourceStackGroup; stackDescPrimary.destinationGroup = destStackGroup; stackDescPrimary.sourceCell = sourceStackCell; StackGroupEventDescriptor stackDescSecondary = new StackGroupEventDescriptor(); // One more stack event info in case if destination cell is not empty and items were swapped stackDescSecondary.sourceGroup = destStackGroup; stackDescSecondary.destinationGroup = sourceStackGroup; stackDescSecondary.sourceCell = destStackCell; DistributeResults distributeResults = new DistributeResults(); // Info with results of stack item distribution in stack group PriceItem priceItem = sourceStackItem.GetComponent <PriceItem>(); PriceGroup buyer = AccessUtility.GetComponentInParent <PriceGroup>(dadDesc.destinationCell.transform); PriceGroup seller = AccessUtility.GetComponentInParent <PriceGroup>(dadDesc.sourceCell.transform); AudioClip itemSound = sourceStackItem.sound; // Item's SFX int amount = sourceStackItem.GetStack(); // Item's stack amount if (amount > 1) { // If item's stack > 1 try to use split interface if ((globalSplit == true) || (sourceStackGroup != destStackGroup && (sourceStackGroup.splitOuter == true || destStackGroup.splitOuter == true))) { // Need to use split interface if (splitInterface != null) { if (priceItem != null && buyer != null && seller != null && buyer != seller) { // Split with prices splitInterface.ShowSplitter(sourceStackItem, priceItem); } else { // Split without prices splitInterface.ShowSplitter(sourceStackItem, null); } // Show split interface and wait while it is active while (splitInterface.gameObject.activeSelf == true) { yield return(new WaitForEndOfFrame()); } // Get splitted stack amount amount = splitInterface.GetRightAmount(); } } } if (amount > 0) { if (sourceStackGroup != destStackGroup && (destStackGroup.arrangeMode == true || sourceStackGroup.arrangeMode == true)) { // Split in arrange mode between different stack groups if (priceItem != null && buyer != null && seller != null && buyer != seller) { // Different price groups if ((long)buyer.GetCash() >= (long)priceItem.GetPrice() * amount) { // Has anough cash distributeResults = DistributeAnywhere(sourceStackItem, amount, null); if (distributeResults.amount > 0) { stackDescPrimary.destinationCells = distributeResults.cells; int totalPrice = priceItem.GetPrice() * distributeResults.amount; seller.AddCash(totalPrice); buyer.SpendCash(totalPrice); buyer.UpdatePrices(); } } } else { // Same price group distributeResults = DistributeAnywhere(sourceStackItem, amount, null); if (distributeResults.amount > 0) { stackDescPrimary.destinationCells = distributeResults.cells; } } } else { // Inside same stack group transactions disabled in arrange mode if (arrangeMode == false) { if (destStackItem != null) { // Check if items allowed for destination cell if (SortCell.IsSortAllowed(destStackCell.gameObject, sourceStackItem.gameObject) == true) { // Destination cell already has same item if (destStackCell.HasSameItem(sourceStackItem) == true) { if (destStackCell.UniteStack(sourceStackItem, amount) > 0) { stackDescPrimary.destinationCells.Add(destStackCell); } } // Check if items allowed for source cell else if (SortCell.IsSortAllowed(sourceStackCell.gameObject, destStackItem.gameObject) == true) { // Different items. Try to swap items between cells if (destStackCell.SwapStacks(sourceStackCell) == true) { // Swap successful stackDescSecondary.destinationCells.Add(sourceStackCell); sourceStackItem = sourceStackCell.GetStackItem(); if (sourceStackItem != null) { // Distribute item after swap distributeResults = DistributeInItems(sourceStackItem, sourceStackItem.GetStack(), destStackCell); if (distributeResults.amount > 0) { stackDescPrimary.destinationCells = distributeResults.cells; } if (destStackCell.GetStackItem() != null) { // If stack item (or part of it) in destination cell stackDescPrimary.destinationCells.Add(destStackCell); } } } else { // Swap unsuccessful. // Try to distribute item between other cells to make cell free distributeResults = DistributeAnywhere(destStackItem, destStackItem.GetStack(), destStackCell); if (distributeResults.amount > 0) { stackDescSecondary.destinationCells = distributeResults.cells; } destStackItem = destStackCell.GetStackItem(); if (destStackItem != null) { // Item still in cell. Try to place item in other group's cells distributeResults = sourceStackGroup.DistributeAnywhere(destStackItem, destStackItem.GetStack(), null); if (distributeResults.amount > 0) { stackDescSecondary.destinationCells.AddRange(distributeResults.cells); } destStackItem = destStackCell.GetStackItem(); if (destStackItem == null) { // Item was placed into other cell and now this cell is free // Place item into destination cell if (destStackCell.UniteStack(sourceStackItem, amount) > 0) { stackDescPrimary.destinationCells.Add(destStackCell); } } } else { // Item was placed into other cell and now this cell is free // Place item into destination cell if (destStackCell.UniteStack(sourceStackItem, amount) > 0) { stackDescPrimary.destinationCells.Add(destStackCell); } } } } } } else { // Destination cell has no item // Place item into destination cell if (destStackCell.UniteStack(sourceStackItem, amount) > 0) { stackDescPrimary.destinationCells.Add(destStackCell); } } } } } // Send stack event notifications if (stackDescSecondary.destinationCells.Count > 0) { SendNotification(stackDescSecondary); } if (stackDescPrimary.destinationCells.Count > 0) { SendNotification(stackDescPrimary); if (trashBinMode == true) { // In trash bin mode just destroy item dadDesc.destinationCell.RemoveItem(); PlaySound(trashBinSound); } else { PlaySound(itemSound); } } myState = MyState.WaitForRequest; eventHandkerCoroutine = null; }
/// <summary> /// Gets DaD cell which contains this item. /// </summary> /// <returns>The cell.</returns> public DadCell GetCell() { return(AccessUtility.GetComponentInParent <DadCell>(transform)); }
/// <summary> /// Gets the stack cell of this item. /// </summary> /// <returns>The stack cell.</returns> public StackCell GetStackCell() { return(AccessUtility.GetComponentInParent <StackCell>(transform)); }