public bool SetType(InventoryItem.Type ThisVein) { if ((ThisVein == InventoryItem.Type.IronOre) || (ThisVein == InventoryItem.Type.CopperOre)) { WhatVein = ThisVein; if (WhatVein == InventoryItem.Type.IronOre) { recipes.Add(InventoryItem.Type.Nothing, new Recipes.GatherIronOre()); } else { recipes.Add(InventoryItem.Type.Nothing, new Recipes.GatherCopperOre()); } return(true); } else { return(false); } }
public bool SetType(InventoryItem.Type Harvest) { if ((Harvest == InventoryItem.Type.Wood) || (Harvest == InventoryItem.Type.Vine)) { HarvestType = Harvest; if (HarvestType == InventoryItem.Type.Wood) { recipes.Add(InventoryItem.Type.Nothing, new Recipes.GatherWood()); } else { recipes.Add(InventoryItem.Type.Nothing, new Recipes.GatherVine()); } return(true); } else { return(false); } }
GameObject GetPrefabFromType(InventoryItem.Type type) { switch (type) { case InventoryItem.Type.Wood: return((GameObject)Instantiate(Resources.Load("Prefabs/NodePrefabs/WoodNode"))); case InventoryItem.Type.Stone: return((GameObject)Instantiate(Resources.Load("Prefabs/NodePrefabs/StoneNode"))); case InventoryItem.Type.Vine: return((GameObject)Instantiate(Resources.Load("Prefabs/NodePrefabs/VineNode"))); case InventoryItem.Type.CopperOre: return((GameObject)Instantiate(Resources.Load("Prefabs/NodePrefabs/CopperOreNode"))); case InventoryItem.Type.IronOre: return((GameObject)Instantiate(Resources.Load("Prefabs/NodePrefabs/IronOreNode"))); default: return(null); } }
public bool Contains(InventoryItem.Type type, uint amount = 1) { return(Items.FindAll(item => item.type == type).Count >= amount); }
public void SetType(InventoryItem.Type Type) { MyType = Type; }
public void SetType(InventoryItem.Type newType) { MyResource = newType; }
public void InitializeNode(InventoryItem.Type Type) { MyResource = Type; }
public void SetParameters(GameObject play, InventoryItem.Type typ) { player = play; type = typ; }
public void CreateResource(InventoryItem.Type type, Vector3 position, float range = 0f) { if (type == InventoryItem.Type.Nothing) { return; } GameObject go = Instantiate(res); go.name = type.ToString(); Resource newInstance = go.GetComponent <Resource>(); newInstance.SetType(type); switch (type) { case InventoryItem.Type.Stone: newInstance.SetSprite("Stone"); break; case InventoryItem.Type.IronOre: newInstance.SetSprite("IronOre"); break; case InventoryItem.Type.IronIngot: newInstance.SetSprite("IronIngot"); break; case InventoryItem.Type.CopperOre: newInstance.SetSprite("CopperOre"); break; case InventoryItem.Type.CopperIngot: newInstance.SetSprite("CopperIngot"); break; case InventoryItem.Type.Wood: newInstance.SetSprite("Wood"); break; case InventoryItem.Type.Vine: newInstance.SetSprite("Vine"); break; case InventoryItem.Type.Fuel: newInstance.SetSprite("fuel"); break; case InventoryItem.Type.RefinedFuel: newInstance.SetSprite("refined_fuel"); break; case InventoryItem.Type.CopperWire: newInstance.SetSprite("CopperWire"); break; case InventoryItem.Type.LightStone: newInstance.SetSprite("LightStone"); break; case InventoryItem.Type.Gizmo: newInstance.SetSprite("Gizmo"); break; case InventoryItem.Type.AdvancedGizmo: newInstance.SetSprite("AdvancedGizmo"); break; default: break; } Vector3 NewPosition = position + (Vector3)UnityEngine.Random.insideUnitCircle * range; NewPosition.z = -0.1f; go.transform.position = NewPosition; }
public Requirement(InventoryItem.Type type, uint count) { this.type = type; this.count = count; }