public override int Use() { int used = base.Use(); if (used < 0) { return(used); } if (actor.actorClass.currLevel < requiredLevel) { InventoryManager.instance.lang.itemCannotBeUsedLevelToLow.Show(name, description, requiredLevel); return(-1); } SetPlyGameValues(); if (audioClipWhenUsed != null) { InventoryUIUtility.AudioPlayOneShot(audioClipWhenUsed); } currentStackSize--; NotifyItemUsed(1, true); return(1); }
//public override int Use() //{ // if (addDirectlyToWeapon) // return -1; // int used = base.Use(); // if (used < 0) // return used; // // Un-Equipping // bool added = AddToUFPSAmmo(); // if (added) // { // currentStackSize = 0; // TODO: Fix this, if UFPS accepts less units... // NotifyItemUsed(currentStackSize, true); // return (int)currentStackSize; // } // return 0; //} public override bool PickupItem(bool addToInventory = true) { currentStackSize = unitAmount; if (addDirectlyToWeapon) { // Add bullets directly to weapon //unitType.Space bool added = AddToUFPSAmmo(); if (added) { if (pickupSound != null) { InventoryUIUtility.AudioPlayOneShot(pickupSound); } Destroy(gameObject); // Get rid of object return(true); } } else { bool pickedup = base.PickupItem(addToInventory); // Add to inventory instead. if (pickedup) { if (pickupSound != null) { InventoryUIUtility.AudioPlayOneShot(pickupSound); } return(true); } } return(false); }
protected virtual void PositionInfoBox() { if (positionAtMouse) { InventoryUIUtility.PositionRectTransformAtPosition(rectTransform, Input.mousePosition); HandleBorders(); } }