/// <summary> /// Does the inventory contain the required items? /// </summary> /// <param name="blueprint"></param> /// <param name="alsoScanBank"></param> /// <param name="craftCount"></param> /// <returns></returns> public virtual bool CanCraftBlueprint(InventoryCraftingBlueprint blueprint, bool alsoScanBank, int craftCount) { // Layout can only be triggered if one is visible -> selected. So no need to check it here. if (InventoryManager.instance.inventory.gold < blueprint.craftCostPrice * craftCount) { InventoryManager.instance.lang.userNotEnoughGold.Show(blueprint.itemResult.name, blueprint.itemResult.description, craftCount, blueprint.craftCostPrice * craftCount, InventoryManager.instance.inventory.gold); return(false); } // Can the items be stored in the inventory / designated spot? if (currentCategory.forceSaveInCollection != null) { bool added = currentCategory.forceSaveInCollection.CanAddItem(blueprint.itemResult); if (added == false) { return(false); } } else { bool added = InventoryManager.CanAddItem(blueprint.itemResult); if (added == false) { return(false); } } return(true); }
protected virtual void SetBlueprint(InventoryCraftingBlueprint blueprint) { currentBlueprint = blueprint; // Set all the details for the blueprint. if (blueprintTitle != null) { blueprintTitle.text = blueprint.name; } if (blueprintDescription != null) { blueprintDescription.text = blueprint.description; } SetBlueprintResult(blueprint); if (blueprintCraftCostText != null) { if (InventoryManager.instance.inventory.gold < blueprint.craftCostPrice) { blueprintCraftCostText.color = notEnoughGoldColor; } else { blueprintCraftCostText.color = enoughGoldColor; } blueprintCraftCostText.text = InventorySettingsManager.instance.currencyFormatter.Format(blueprint.craftCostPrice); } }
protected virtual bool CraftItem(InventoryCraftingCategory category, InventoryCraftingBlueprint blueprint, int amount) { if (activeCraft != null) { return(false); // Already crafting } activeCraft = _CraftItem(category, blueprint, amount, blueprint.craftingTimeDuration); StartCoroutine(activeCraft); return(true); }
public void Set(InventoryCraftingBlueprint blueprint) { if (blueprintName != null) { blueprintName.text = blueprint.name; } if (blueprintDescription != null) { blueprintDescription.text = blueprint.description; } }
/// <summary> /// Does the inventory contain the required items? /// </summary> /// <param name="blueprint"></param> /// <param name="alsoScanBank"></param> /// <param name="craftCount"></param> /// <returns></returns> public virtual bool CanCraftBlueprint(InventoryCraftingBlueprint blueprint, bool alsoScanBank, int craftCount) { foreach (var item in blueprint.requiredItems) { uint count = InventoryManager.GetItemCount(item.item.ID, alsoScanBank); if (count < item.amount * craftCount) { InventoryManager.instance.lang.craftingDontHaveRequiredItems.Show(item.item.name, item.item.description, blueprint.name); return(false); } } if (InventoryManager.instance.inventory.gold < blueprint.craftCostPrice * craftCount) { InventoryManager.instance.lang.userNotEnoughGold.Show(blueprint.itemResult.name, blueprint.itemResult.description, craftCount, blueprint.craftCostPrice * craftCount, InventoryManager.instance.inventory.gold); return(false); } // Can the items be stored in the inventory / designated spot? if (currentCategory.forceSaveInCollection != null) { bool added = currentCategory.forceSaveInCollection.CanAddItem(blueprint.itemResult); if (added == false) { return(false); } } else { bool added = InventoryManager.CanAddItem(blueprint.itemResult); if (added == false) { return(false); } } return(true); }
protected virtual void SetBlueprintResult(InventoryCraftingBlueprint blueprint) { if (blueprintItemResult != null) { if (blueprint != null) { blueprintItemResult.item = blueprint.itemResult; blueprintItemResult.item.currentStackSize = (uint)blueprint.itemResultCount; blueprintItemResult.Repaint(); blueprintItemResult.item.currentStackSize = 1; // Reset } else { bool nullBefore = blueprintItemResult.item == null; blueprintItemResult.item = null; if (nullBefore == false) { blueprintItemResult.Repaint(); } } } }
private IEnumerator _CraftItem(InventoryCraftingCategory category, InventoryCraftingBlueprint blueprint, int amount, float currentCraftTime) { bool canCraft = CanCraftBlueprint(blueprint, category.alsoScanBankForRequiredItems, amount); if (canCraft) { float counter = currentCraftTime; while (true) { yield return(new WaitForSeconds(Time.deltaTime)); // Update loop counter -= Time.deltaTime; NotifyCraftProgress(category, blueprint, 1.0f - Mathf.Clamp01(counter / currentCraftTime)); if (counter <= 0.0f) { break; } } // Remove items from inventory foreach (var item in blueprint.requiredItems) { InventoryManager.RemoveItem(item.item.ID, (uint)item.amount, category.alsoScanBankForRequiredItems); // * GetCraftInputFieldAmount() } // Remove gold InventoryManager.instance.inventory.gold -= blueprint.craftCostPrice; if (blueprint.successChanceFactor >= Random.value) { // Store crafted item var c = GameObject.Instantiate <InventoryItemBase>(blueprint.itemResult); c.currentStackSize = (uint)(blueprint.itemResultCount); // * GetCraftInputFieldAmount() if (category.forceSaveInCollection != null) { category.forceSaveInCollection.AddItem(c); } else { InventoryManager.AddItem(c); } InventoryManager.instance.lang.craftedItem.Show(blueprint.itemResult.name, blueprint.itemResult.description); if (OnCraftSuccess != null) { OnCraftSuccess(category, blueprint, c); } } else { InventoryManager.instance.lang.craftingFailed.Show(blueprint.itemResult.name, blueprint.itemResult.description); if (OnCraftFailed != null) { OnCraftFailed(category, blueprint); } } amount--; if (amount > 0) { if (blueprintCraftAmountInput != null) { blueprintCraftAmountInput.text = amount.ToString(); } activeCraft = _CraftItem(category, blueprint, amount, Mathf.Clamp(currentCraftTime / blueprint.craftingTimeSpeedupFactor, 0.0f, blueprint.craftingTimeDuration)); StartCoroutine(activeCraft); } else { activeCraft = null; // All done } } else { //StopCoroutine(activeCraft); activeCraft = null; } }
/// <summary> /// Called when an item is being crafted. /// </summary> /// <param name="progress"></param> protected virtual void NotifyCraftProgress(InventoryCraftingCategory category, InventoryCraftingBlueprint blueprint, float progress) { currentCraftProgress = progress; if (blueprintCraftProgressSlider != null) { blueprintCraftProgressSlider.value = currentCraftProgress; } if (OnCraftProgress != null) { OnCraftProgress(category, blueprint, progress); } }
protected virtual void SetBlueprint(InventoryCraftingBlueprint blueprint) { if (window.isVisible == false) { return; } // Set all the details for the blueprint. if (blueprintTitle != null) { blueprintTitle.text = blueprint.name; } if (blueprintDescription != null) { blueprintDescription.text = blueprint.description; } if (blueprintIcon != null) { blueprintIcon.item = blueprint.itemResult; blueprintIcon.item.currentStackSize = (uint)blueprint.itemResultCount; blueprintIcon.Repaint(); blueprintIcon.item.currentStackSize = 1; // Reset } if (blueprintCraftProgressSlider) { blueprintCraftProgressSlider.value = 0.0f; // Reset } if (blueprintCraftCostText != null) { if (InventoryManager.instance.inventory.gold < blueprint.craftCostPrice) { blueprintCraftCostText.color = itemsNotAvailableColor; } else { blueprintCraftCostText.color = itemsAvailableColor; } blueprintCraftCostText.text = InventorySettingsManager.instance.currencyFormatter.Format(blueprint.craftCostPrice); } blueprintRequiredItemsPool.DestroyAll(); foreach (var item in blueprint.requiredItems) { var ui = blueprintRequiredItemsPool.Get(); item.item.currentStackSize = (uint)item.amount; ui.transform.SetParent(blueprintRequiredItemsContainer); ui.item = item.item; if (InventoryManager.GetItemCount(item.item.ID, currentCategory.alsoScanBankForRequiredItems) >= item.amount) { ui.icon.color = itemsAvailableColor; } else { ui.icon.color = itemsNotAvailableColor; } ui.Repaint(); item.item.currentStackSize = 1; // Reset } }
private IEnumerator _CraftItem(InventoryCraftingCategory category, InventoryCraftingBlueprint blueprint, int amount, float currentCraftTime) { bool canCraft = CanCraftBlueprint(blueprint, category.alsoScanBankForRequiredItems, amount); if (canCraft) { float counter = currentCraftTime; while (true) { yield return(new WaitForSeconds(Time.deltaTime)); // Update loop counter -= Time.deltaTime; NotifyCraftProgress(category, blueprint, 1.0f - Mathf.Clamp01(counter / currentCraftTime)); if (counter <= 0.0f) { break; } } // Remove items from inventory uint[] keys = currentBlueprintItemsDict.Keys.ToArray(); uint[] vals = currentBlueprintItemsDict.Values.ToArray(); for (int i = 0; i < keys.Length; i++) { InventoryManager.RemoveItem(keys[i], vals[i], category.alsoScanBankForRequiredItems); // * GetCraftInputFieldAmount() } for (int i = 0; i < keys.Length; i++) { uint c = InventoryManager.GetItemCount(keys.ElementAt(i), category.alsoScanBankForRequiredItems); foreach (var item in items) { if (item.item != null && c == 0) { item.item = null; item.Repaint(); } } } // Remove gold InventoryManager.instance.inventory.gold -= blueprint.craftCostPrice; if (blueprint.successChanceFactor >= Random.value) { // Store crafted item var c = GameObject.Instantiate <InventoryItemBase>(blueprint.itemResult); c.currentStackSize = (uint)(blueprint.itemResultCount); // * GetCraftInputFieldAmount() if (category.forceSaveInCollection != null) { category.forceSaveInCollection.AddItem(c); } else { InventoryManager.AddItem(c); } InventoryManager.instance.lang.craftedItem.Show(blueprint.itemResult.name, blueprint.itemResult.description); if (OnCraftSuccess != null) { OnCraftSuccess(category, blueprint, c); } } else { InventoryManager.instance.lang.craftingFailed.Show(blueprint.itemResult.name, blueprint.itemResult.description); if (OnCraftFailed != null) { OnCraftFailed(category, blueprint); } } amount--; currentBlueprintItemsDict.Clear(); if (amount > 0) { activeCraft = _CraftItem(category, blueprint, amount, Mathf.Clamp(currentCraftTime / blueprint.craftingTimeSpeedupFactor, 0.0f, blueprint.craftingTimeDuration)); StartCoroutine(activeCraft); } else { activeCraft = null; // All done } } else { //StopCoroutine(activeCraft); activeCraft = null; } }