protected override void Init(CompoundTag nbt) { this.Inventory = new ChestInventory(this); this.Inventory.LoadNBT(nbt); base.Init(nbt); }
// Start is called before the first frame update void Start() { Chestinventory = ChestInventory.instance; Chestinventory.onItemChangedCallBackChest += updateUI; slots = itemsParent.GetComponentsInChildren <InventorySlot>(); updateUI(); }
public void UpdateUI() { chestInventory = this.GetComponent <ChestInventory>(); slots = itemsParent.GetComponentsInChildren <ChestInventorySlot>(); //Debug.Log("Updating chest inventory UI"); for (int i = 0; i < slots.Length; i++) { //Check if slot has item using its index. if (chestInventory.itemAtIndex.ContainsKey(i)) { //Get the item. Item item; chestInventory.itemAtIndex.TryGetValue(i, out item); //Add the item in the slot. slots[i].AddItem(item, chestInventory.itemsCount[i]); } else { slots[i].ClearSlot(); } } }
// Start is called before the first frame update void Awake() { instance = this; //items = new List<Item>(); ui = GetComponent <ChestUI>(); render = GetComponent <CanvasGroup>(); render.alpha = 0f; render.blocksRaycasts = false; }
private void Awake() { if (instance != null) { Debug.Log("plus d'une instance de coffre trouvé"); return; } instance = this; DontDestroyOnLoad(instance); }
private void Start() { if (instance == null) { instance = this; } else if (instance != this) { Debug.LogError("Duplicate " + this.GetType().Name); Destroy(gameObject); } gameObject.SetActive(false); }
public void PacketReceive_ChestInventory_EventCanceled() { var packet = new ChestInventory { ChestIndex = 5, Id = ItemId.Sdmg, StackSize = 1, Prefix = ItemPrefix.Unreal }; var sender = Mock.Of <IPlayer>(); PacketReceive_EventCanceled <ChestInventory, ChestInventoryEvent>(packet, sender); }
// Start is called before the first frame update void Start() { canvas = CanvasInstance.instance.transform; /*if (inventory == null) * { * inventory = Instantiate(invPrefab); * inventory.transform.SetParent(canvas.transform); * inventory.transform.position = new Vector3(230, 150, 0); * inventory.transform.localScale = new Vector3(1, 1); * * }*/ inventory = ChestInventory.instance; }
public BlockEntityChest(Position position, CompoundTag nbt = null) : base(position, nbt) { this.Inventory = new ChestInventory(this); if (!this.NamedTag.Exist("items")) { this.NamedTag.PutList(new ListTag("items", NBTTagType.COMPOUND)); } ListTag items = this.NamedTag.GetList("items"); for (int i = 0; i < items.Count; ++i) { this.Inventory.SetItem(i, NBTIO.ReadItem((CompoundTag)items[i])); } }
public void PacketReceive_ChestInventory_EventTriggered() { Terraria.Main.chest[5] = new Terraria.Chest(); var packet = new ChestInventory { ChestIndex = 5, Id = ItemId.Sdmg, StackSize = 1, Prefix = ItemPrefix.Unreal }; var sender = Mock.Of <IPlayer>(); PacketReceive_EventTriggered <ChestInventory, ChestInventoryEvent>(packet, sender, evt => evt.Player == sender && ((OrionChest)evt.Chest).Wrapped == Terraria.Main.chest[5] && evt.Item == new ItemStack(ItemId.Sdmg, ItemPrefix.Unreal, 1)); }
private void OpenChest() { if (isCreated == false) { insInventory = Help.HelpFunctions.TransformSeer.CreateObjectInParent(DinamicUI._instance.transform, chestPrefab.gameObject, chestPrefab.name).GetComponent <ChestInventory>(); insInventory.currentItems = startItems; insInventory.buttonClose?.onClick.AddListener(() => CloseChest()); insInventory.buttonTakeAll?.onClick.AddListener(delegate { EmptiedChest(); CloseChest(); }); isCreated = true; onCreated.Invoke(); } else { insInventory.ShowInventory(); } }
/** * The Start method is called automatically by Monobehaviours, * essentially becoming the constructor of the class. * <p> * See <a href="http://docs.unity3d.com/ScriptReference/MonoBehaviour.Start.html">docs.unity3d.com</a> for more information. */ private void Start() { animator = GetComponent<Animator>(); animator.speed = 4.0f; audioSource = GetComponent<AudioSource>(); GameObject _Inventory = GameObject.Find("Inventory"); inventory = Instantiate(ChestInventory).GetComponent<ChestInventory>(); inventory.transform.SetParent(_Inventory.transform); inventory.Initialize(); GameObject chestHeader = Instantiate(ChestHeader); chestHeader.transform.SetParent(_Inventory.transform); inventory.header = chestHeader; inventory.ResetPosition(); for (int i = 0; i < ItemsToAdd.Count; i++) { inventory.AddItem(ItemsToAdd[i], ItemAmounts[i]); } Close(); }
// Start is called before the first frame update void Awake() { inventory = this.gameObject.GetComponent <ChestInventory>();//Equipment.instance.playerInventory; slots = itemsParent.GetComponentsInChildren <InventorySlot>(); }
void Start() { linkedInventory = GameObject.Find("VendorBackground").GetComponent<VendorInventory>(); allSlots = new List<Stack<ItemScript>>(); }