public override void EnterHighlight()
    {
        GameObject selectedItem = InventoryItemController.GetSelectedItem();

        // If we have a selected item, and we can equip, highlight green
        if (selectedItem && !isOccupied && CanEquip(selectedItem))
        {
            image.color = SlotColorHighlights.Green;
        }
        // If we have a selected item and are occupied and can equip, highlight yellow
        else if (selectedItem && isOccupied && CanEquip(selectedItem))
        {
            image.color = SlotColorHighlights.Yellow;
        }
        // else we have a selected item and cannot equip, highlight red
        else if (selectedItem && !CanEquip(selectedItem))
        {
            image.color = SlotColorHighlights.Red;
        }
        else if (!selectedItem)
        {
            if (isOccupied)
            {
                image.color = SlotColorHighlights.Yellow;
            }
            else
            {
                image.color = initialColor;
            }
        }
    }
    public void OnPointerClick(PointerEventData eventData)
    {
        Debug.Log("DING DING DING DING");
        GameObject item = InventoryItemController.GetSelectedItem();

        if (item)
        {
            // If an item is on the cursor and we drop it in the dropzone...
            item.GetComponent <InventoryItemController>().DropItem(inventoryOwner);
        }
    }
예제 #3
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 // Make highlighting virtual so we can override it if we need to like in Equips.
 public virtual void EnterHighlight()
 {
     // If we have a selected item, highlight
     if (InventoryItemController.GetSelectedItem() && !isOccupied)
     {
         image.color = SlotColorHighlights.Green;
     }
     else if (isOccupied)
     {
         image.color = SlotColorHighlights.Yellow;
     }
 }
    public override void HandlePointerClick()
    {
        GameObject selectedItem = InventoryItemController.GetSelectedItem();

        if (selectedItem == null || CanEquip(selectedItem))
        {
            base.HandlePointerClick();
        }
        else
        {
            Debug.Log("You can't do that you idiot");
        }
    }
예제 #5
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    //Override this if there are different circumstances around handling trying to put an item into a slot
    public virtual void HandlePointerClick()
    {
        GameObject selectedItem = InventoryItemController.GetSelectedItem();

        if (selectedItem != null)
        {
            if (isOccupied)
            {
                //If occupied, swap
                InventoryItemController.SetSelectedItem(SwapItem(selectedItem));
            }
            else
            {
                //else, just store item
                StoreItem(selectedItem);
                InventoryItemController.ResetSelectedItem();
            }
        }
        else if (selectedItem == null && isOccupied == true)
        {
            // If we are on a slot && don't have a selected item && there's an item present
            InventoryItemController.SetSelectedItem(GetItem());
        }
    }