/*Creates the item content gameobject, makes it a child of Item Information panel * , and shows the item informations (information of the items stored using Item class)*/ void goToMap(string sceneString) //int contentID { clickSound.PlaySound(); sceneManagement.changeScene(sceneString); }
public void buyItem(GameObject panel, Item item, int playerItemIndex, string itemType, string buttonText, Button contentBuyButton, Button newButtonComponent) { clickSound.PlaySound(); if (item.itemCost > playerDataScript.currencyAmount) { //print ("have a panel here saying you dont have enough gold to buy this item"); openPopUp(noGoldPopUpPanel); } else //else if you have enough gold then allow player to buy item, while deducting the gold { if (itemType == CHIP) { if (playerDataScript.chipsList [playerItemIndex] <= 0) { playerDataScript.chipsList [playerItemIndex]++; //item sold out code itemSoldOut(contentBuyButton); inventoryGeneratorScript.addInventory(inventoryChipGridPanel, item, playerItemIndex, itemType, buttonText); newButtonComponent.GetComponentInChildren <Text> ().text = buttonText + " (owned)"; newButtonComponent.image.color = new Color(0.6f, 0.6f, 0.6f, 0.6f); playerDataScript.currencyAmount -= item.itemCost; //deduct item cost } } else if (itemType == SKILL) { if (playerDataScript.skillsList[playerItemIndex] <= 0) { playerDataScript.skillsList[playerItemIndex]++; //item sold out code itemSoldOut(contentBuyButton); inventoryGeneratorScript.addInventory(inventorySkillGridPanel, item, playerItemIndex, itemType, buttonText); newButtonComponent.GetComponentInChildren <Text> ().text = buttonText + " (owned)"; newButtonComponent.image.color = new Color(0.6f, 0.6f, 0.6f, 0.6f); playerDataScript.currencyAmount -= item.itemCost; //deduct item cost } //playerDataScript.skillsList[playerItemIndex] ++; } else if (itemType == SKIN) { if (playerDataScript.skinsList[playerItemIndex] <= 0) { playerDataScript.skinsList[playerItemIndex]++; //item sold out code itemSoldOut(contentBuyButton); inventoryGeneratorScript.addInventory(inventorySkinGridPanel, item, playerItemIndex, itemType, buttonText); newButtonComponent.GetComponentInChildren <Text> ().text = buttonText + " (owned)"; newButtonComponent.image.color = new Color(0.6f, 0.6f, 0.6f, 0.6f); playerDataScript.currencyAmount -= item.itemCost; //deduct item cost } //playerDataScript.skinsList[playerItemIndex] ++; //print("Skins have not been implemented yet :("); } } //print ("quantity bought: " + ); //playerDataScript.chip1++; //print ("Item bought: " + playerDataScript.chip1); }
//equips the item when you press equip and unequips if u press unequip. button text also changes. also calculates chip capacity public void equipItem(int playerItemIndex, string itemType, Button contentBuyButton, Item item, Button newButtonComponent, string buttonText) { clickSound.PlaySound(); if (itemType == CHIP) { if (playerDataScript.chipsList[playerItemIndex] > 0) { if (playerDataScript.hasEquipchips [playerItemIndex] == true) //want to UNequip { currentPlayerCapacity -= item.itemCapacity; //decrease item capacity playerDataScript.hasEquipchips [playerItemIndex] = false; contentBuyButton.GetComponentInChildren <Text> ().text = "Equip"; newButtonComponent.image.color = Color.white; newButtonComponent.GetComponentInChildren <Text> ().text = buttonText; } else // want to equip //cannot equip if adding on the item capcity to current capcity exceeds player capacity { if (item.itemCapacity + currentPlayerCapacity > playerDataScript.itemCapacity) { //show a message to the user saying that cannot equip since capcity exceeds player capacity openPopUp(noCapacityPopUpPanel); } else { currentPlayerCapacity += item.itemCapacity; playerDataScript.hasEquipchips [playerItemIndex] = true; contentBuyButton.GetComponentInChildren <Text> ().text = "Unequip"; newButtonComponent.image.color = new Color(0.6f, 0.6f, 0.6f, 0.6f); newButtonComponent.GetComponentInChildren <Text> ().text = buttonText + " (Equipped)"; } } } } else if (itemType == SKILL) { if (playerDataScript.skillsList[playerItemIndex] > 0) { if (playerDataScript.hasEquipskills[playerItemIndex] == true) { currentPlayerCapacity -= item.itemCapacity; //decrease item capacity playerDataScript.hasEquipskills [playerItemIndex] = false; contentBuyButton.GetComponentInChildren <Text> ().text = "Equip"; newButtonComponent.image.color = Color.white; newButtonComponent.GetComponentInChildren <Text> ().text = buttonText; } else { //cannot equip if adding on the item capcity to current capcity exceeds player capacity if (item.itemCapacity + currentPlayerCapacity > playerDataScript.itemCapacity) { //print ("capacity exceeds..."); //show a message to the user saying that cannot equip since capcity exceeds player capacity openPopUp(noCapacityPopUpPanel); } else { currentPlayerCapacity += item.itemCapacity; playerDataScript.hasEquipskills [playerItemIndex] = true; contentBuyButton.GetComponentInChildren <Text> ().text = "Unequip"; newButtonComponent.image.color = new Color(0.6f, 0.6f, 0.6f, 0.6f); newButtonComponent.GetComponentInChildren <Text> ().text = buttonText + " (Equipped)"; } } } } else if (itemType == SKIN) { if (playerDataScript.skinsList[playerItemIndex] > 0) { int equipCount = 0; foreach (bool equipped in playerDataScript.hasEquipSkins) { if (equipped == true) { equipCount++; } } if (playerDataScript.hasEquipSkins[playerItemIndex] == true) //unequiping { currentPlayerCapacity -= item.itemCapacity; //decrease item capacity playerDataScript.hasEquipSkins [playerItemIndex] = false; contentBuyButton.GetComponentInChildren <Text> ().text = "Equip"; newButtonComponent.image.color = Color.white; newButtonComponent.GetComponentInChildren <Text> ().text = buttonText; } else { //cannot equip if adding on the item capcity to current capcity exceeds player capacity if (item.itemCapacity + currentPlayerCapacity > playerDataScript.itemCapacity) { //show a message to the user saying that cannot equip since capcity exceeds player capacity openPopUp(noCapacityPopUpPanel); } else if (equipCount == 1) //if you currently have an equiiped skin then cant equip another { openPopUp(onlyOneSkinPanel); } else { currentPlayerCapacity += item.itemCapacity; playerDataScript.hasEquipSkins [playerItemIndex] = true; contentBuyButton.GetComponentInChildren <Text> ().text = "Unequip"; newButtonComponent.image.color = new Color(0.6f, 0.6f, 0.6f, 0.6f); newButtonComponent.GetComponentInChildren <Text> ().text = buttonText + " (Equipped)"; } } } } }