private void Reset() { mCurrentItem = new InventoryItem(); newItemName = "New Item"; newItemIcon = null; newItemDesc = "New Description"; newItemType = Enums.eItemType.Consumable; newItemValue = 0; newItemRarity = Enums.eRarity.Common; Themes = new List <Enums.eLevelTheme>((int)Enums.eLevelTheme.All); Difficulties = new List <Enums.eDifficulty>((int)Enums.eDifficulty.All); // consumable newConsumableType = Enums.eConsumableType.Recovery; newRecoveryStatType = Enums.eConsumableStatType.HP; recoveryAmount = 0; newStatType = Enums.eStatType.HP; statBoostAmount = 0; newEffectType = Enums.eStatusEffect.All; weaponUpgradeAmount = 0; // stat boosts newBoostType = Enums.eStatBoostType.Basic; StatToBoost = Enums.eStatType.HP; BoostAmount = 0; LongTermEffect = Enums.eLongTermEffectType.HP; LongTermDelay = 0f; LongTermAmount = 0; ResistEffect = Enums.eStatusEffect.All; ResistPercent = 0f; // equippables MinEquipType = Enums.eMinEquipRequirementType.None; MinLevelToEquip = 0; MinStatType = Enums.eStatType.HP; MinStatLevel = 0; UsableClasses = new List <Enums.eClassType>((int)Enums.eClassType.All); UsableRaces = new List <Enums.eRaceType>((int)Enums.eRaceType.All); // armours newArmourType = Enums.eArmourLocation.Head; BodySlots = 0; // weapons BaseWeaponDamage = 0; WeaponEffect = Enums.eStatusEffect.None; WeaponMultiTarget = false; WeaponRangeType = Enums.eWeaponType.Melee; MeleeTwoHanded = false; Range = 0f; MagicFocusType = Enums.eMagicFocusType.Self; MagicType = Enums.eMagicType.Support; MagicRadius = 1f; MagicEffect = Enums.eStatusEffect.None; MagicCost = 0; }
private void ShowCreateItem() { GUILayout.Label("Create Item", EditorStyles.boldLabel); mCreateClassIndex = EditorGUILayout.Popup("Item: ", mCreateClassIndex, mCreateClassOptions); mCurrentCreateType = mCreateClassTypes[mCreateClassIndex]; newItemIcon = (Sprite)EditorGUILayout.ObjectField("Icon", newItemIcon, typeof(Sprite), false); newItemName = EditorGUILayout.TextField("Name: ", newItemName); EditorGUILayout.PrefixLabel("Description"); EditorStyles.textField.wordWrap = true; newItemDesc = EditorGUILayout.TextArea(newItemDesc, GUILayout.MinHeight(60f)); newItemValue = EditorGUILayout.IntField("Worth: ", Mathf.Clamp(newItemValue, 0, 999)); newItemRarity = (Enums.eRarity)EditorGUILayout.EnumPopup("Rarity: ", newItemRarity); for (int i = 0; i < Themes.Count; i++) { Themes[i] = (Enums.eLevelTheme)EditorGUILayout.EnumPopup("Found in Theme: ", Themes[i]); } if (GUILayout.Button("Add Theme")) { Themes.Add(Enums.eLevelTheme.All); } for (int i = 0; i < Difficulties.Count; i++) { Difficulties[i] = (Enums.eDifficulty)EditorGUILayout.EnumPopup("Found in Difficulty: ", Difficulties[i]); } if (GUILayout.Button("Add Difficulty")) { Difficulties.Add(Enums.eDifficulty.All); } //GUILayout.Label("Item Type: " + , EditorStyles.boldLabel); //newItemType = (Enums.eItemType)EditorGUILayout.EnumPopup("Type: ", newItemType); switch (mCurrentCreateType.Type) { case Enums.eItemType.Consumable: ShowConsumables(); break; case Enums.eItemType.Companion: ShowCompanions(); break; case Enums.eItemType.StatBoost: ShowStatBoosts(); break; case Enums.eItemType.Armour: ShowArmours(); break; case Enums.eItemType.Weapon: ShowWeapons(); break; case Enums.eItemType.Money: default: break; } if (GUILayout.Button("Create Item")) { CreateItem(); Save(); } }