public void SortAsType(int type) { Inventories.ResetInventory(); for (int i = 0; i < GameManager.Inst().Player.MaxInventory; i++) { Player.EqData eq = GameManager.Inst().Player.GetItem(i); Inventories.GetSlot(i).Selected.SetActive(false); if (eq != null) { if (eq.Type == type) { Sprite icon = GameManager.Inst().UiManager.FoodImages[eq.Type + eq.Rarity * Constants.MAXREINFORCETYPE]; if (eq.UID / 100 == 6) { icon = eq.Icon; } InventorySlot slot = Inventories.GetSlot(i); slot.gameObject.SetActive(true); slot.GetNotExist().SetActive(false); slot.GetExist().SetActive(true); slot.SetIcon(icon); slot.SetDisable(false); slot.SetGradeSprite(eq.Rarity); } else { Sprite icon = GameManager.Inst().UiManager.FoodImages[eq.Type + eq.Rarity * Constants.MAXREINFORCETYPE]; InventorySlot slot = Inventories.GetSlot(i); slot.gameObject.SetActive(true); slot.GetNotExist().SetActive(false); slot.GetExist().SetActive(true); slot.SetIcon(icon); slot.SetDisable(true); slot.SetGradeSprite(eq.Rarity); } } } GameManager.Inst().Player.SortOption = type + (int)InventorySlot.SortOption.TYPE_RARITY; Inventories.Sort(); }
public void AddInventory(int count) { InventoryScroll inventory = UiManager.InventoryScroll.GetComponent <InventoryScroll>(); for (int i = Player.MaxInventory - count; i < Player.MaxInventory; i++) { GameObject inventorySlot = Inst().ObjManager.MakeObj("InventorySlot"); inventory.SetPhysicalInventory(i, inventorySlot); inventorySlot.transform.SetParent(inventory.Contents.transform, false); InventorySlot slot = inventorySlot.GetComponent <InventorySlot>(); slot.SetIndex(i); slot.SetType(-1); inventory.SetInventory(i, slot); inventorySlot.name = i.ToString(); } inventory.ResetInventory(); inventory.ShowInventory(); }
public void Sort() { Inventories.ResetInventory(); SortAsDefault(); }
public void CloseInventory() { Inventories.ResetInventory(); }
public void SortAsType(int type) { SelectableType = (Item_Equipment.EquipmentType)type; SetIsShowingSwitch(false); Inventories.ResetInventory(); for (int i = 0; i < GameManager.Inst().Player.MaxInventory; i++) { Player.EqData eq = GameManager.Inst().Player.GetItem(i); Inventories.GetSlot(i).Selected.SetActive(false); if (eq != null) { if (eq.Type == type) { Sprite icon = eq.Icon; InventorySlot slot = Inventories.GetSlot(i); slot.gameObject.SetActive(true); slot.GetNotExist().SetActive(false); slot.GetExist().SetActive(true); slot.SetIcon(icon); slot.SetDisable(false); slot.SetGradeSprite(eq.Rarity); switch (eq.Type) { case 0: slot.GetIcon().transform.rotation = Quaternion.Euler(0.0f, 0.0f, 60.0f); break; case 1: slot.GetIcon().transform.rotation = Quaternion.Euler(0.0f, 0.0f, 0.0f); break; case 2: slot.GetIcon().transform.rotation = Quaternion.Euler(0.0f, 0.0f, -60.0f); break; } } else { Sprite icon = eq.Icon; InventorySlot slot = Inventories.GetSlot(i); slot.gameObject.SetActive(true); slot.GetNotExist().SetActive(false); slot.GetExist().SetActive(true); slot.SetIcon(icon); slot.SetDisable(true); slot.SetGradeSprite(eq.Rarity); switch (eq.Type) { case 0: slot.GetIcon().transform.rotation = Quaternion.Euler(0.0f, 0.0f, 60.0f); break; case 1: slot.GetIcon().transform.rotation = Quaternion.Euler(0.0f, 0.0f, 0.0f); break; case 2: slot.GetIcon().transform.rotation = Quaternion.Euler(0.0f, 0.0f, -60.0f); break; } //Inventories.GetSlot(i).gameObject.SetActive(false); } } else { break; } } //Inventories.transform.GetChild(0).gameObject.SetActive(true); GameManager.Inst().Player.SortOption = type + (int)InventorySlot.SortOption.TYPE_RARITY; Inventories.Sort(); Inventories.None.SetActive(true); }