예제 #1
0
파일: Vendor.cs 프로젝트: wlasser/mooege-2
        private void PopulateItems()
        {
            var items = GetVendorItems();

            if (items.Count > _vendorGrid.Columns)
            {
                _vendorGrid.ResizeGrid(1, items.Count);
            }

            foreach (var item in items)
            {
                _vendorGrid.AddItem(item);
            }
        }
예제 #2
0
    public override void Enter()
    {
        CloseShop();

        MenuHeader.OnShopButtonClicked += OpenShop;

        Item[] items = PlayerData.Instance.Items.ToArray();

        foreach (Item i in items)
        {
            InventoryGrid.AddItem(i, OnSelectItem, false);
        }
    }
예제 #3
0
        /// <summary>
        /// Transfers an amount from one stack to a free space
        /// </summary>
        public void OnInventorySplitStackMessage(InventorySplitStackMessage msg)
        {
            Item itemFrom = GetItem((uint)msg.FromID);

            itemFrom.Attributes[GameAttribute.ItemStackQuantityLo] -= (int)msg.Amount;
            itemFrom.Attributes.SendChangedMessage(_owner.InGameClient);

            Item item = ItemGenerator.CreateItem(_owner, itemFrom.ItemDefinition);

            item.Attributes[GameAttribute.ItemStackQuantityLo] = (int)msg.Amount;

            InventoryGrid targetGrid = (msg.InvLoc.EquipmentSlot == (int)EquipmentSlotId.Stash) ? _stashGrid : _inventoryGrid;

            targetGrid.AddItem(item, msg.InvLoc.Row, msg.InvLoc.Column);
        }
    //存储物品
    void StoreItem(int itemId, int count)
    {
        //获取物品数据
        Item itemInfo = StaticData.Instance.GetItem(itemId);

        itemInfo.Count += count;

        //动态加载物品UI
        //GameObject itemPrefab = Resources.Load<GameObject>("Prefabs/InventoryItem");

        //找到可用格子
        InventoryGrid grid = Inventory.Instance.GetAvaliableGrid(itemId);


        //如果找不到可用的格子
        if (grid == null)
        {
            Debug.LogWarning("背包已满");
        }
        else
        {
            if (grid.ItemCount > 0)
            {
                grid.AddItem(count);
            }
            else
            {
                grid.ItemID = itemId;
                grid.UpdateGrid(itemId, count);
                //GameObject itemGo = Instantiate(itemPrefab);
                ////设置格子的父对象
                //itemGo.transform.SetParent(grid.transform);
                //itemGo.transform.localPosition = Vector3.zero;
                //itemGo.transform.localScale = Vector3.one;

                //InventoryItem item = itemGo.GetComponent<InventoryItem>();

                //item.Icon = itemInfo.Icon;
            }
        }

        //将添加的物品保存到数据中.
        //ItemModel.AddItem(itemId);
    }
예제 #5
0
 public void SpawnItem(Item item)
 {
     _inventoryGrid.AddItem(item);
 }
예제 #6
0
 public void OnClickGetItem()
 {
     inventory.AddItem(item);
 }