// Update is called once per frame void Update() { if (Input.GetKeyUp(KeyCode.S)) { Debug.Log("switching"); if (upperArm == null) { upperArm = manger.focusedUnit.transform.FindChild("ARMS"); } if (armed) { //upperArm.GetComponent<SkinnedMeshRenderer>( ).sharedMesh = WithOutArmor; SquadManager.Instance.focusedUnit.GetComponent <EquipmentSet>().EquipArmor((EquipmentItem)itemDB.GetItem(0, 0)); //charBlock.UpdateChar(); upperArm.GetComponent <SkinnedMeshRenderer>( ).material = skinMat; armed = false; } else { //EquipmentItem temp = (EquipmentItem)ItemDatabase.Instance.GetItem(1,0); //upperArm.GetComponent<SkinnedMeshRenderer>( ).sharedMesh = Witharmor; SquadManager.Instance.focusedUnit.GetComponent <EquipmentSet>().EquipArmor((EquipmentItem)itemDB.GetItem(1, 0)); //charBlock.UpdateChar(); upperArm.GetComponent <SkinnedMeshRenderer>( ).material = steelMat; armed = true; } } }
// Equip the item to the appropriate slot public void EquipItem(string name) { // Get the item dictionary from the database Dictionary <string, string> tempDict; tempDict = itemDatabase.GetItem(name); // Figure out what type of item it is and equip if (tempDict != null) { switch (tempDict ["ItemSubtype"]) { case "WEAPON": EquipItem tempEquip = new EquipItem(tempDict); weapon = tempEquip; break; case "ARMOR": EquipItem tempArmor = new EquipItem(tempDict); armor = tempArmor; break; case "BOOTS": EquipItem tempBoots = new EquipItem(tempDict); boots = tempBoots; break; } } // Make sure our stat modifiers reflect the new equipment UpdateStats(); }
public bool GiveItem(int id, int inventoryId) { Item itemToAdd = itemDatabase.GetItem(id); if (itemToAdd.isStackable && CheckIfItemInInventory(itemToAdd)) { for (int i = 0; i < InventoryDatabase.inventoryUI[inventoryId].itemsUI.Count; i++) { if (InventoryDatabase.inventoryUI[inventoryId].itemsUI[i].item != null) { if (InventoryDatabase.inventoryUI[inventoryId].itemsUI[i].item.id == id && InventoryDatabase.inventoryUI[inventoryId].itemsUI[i].amount < itemToAdd.maxStackSize) { InventoryDatabase.inventoryUI[inventoryId].itemsUI[i].amount++; InventoryDatabase.inventoryUI[inventoryId].itemsUI[i].transform.GetChild(0).GetComponent <Text>().text = InventoryDatabase.inventoryUI[inventoryId].itemsUI[i].amount.ToString(); return(true); } } } } if (inventoryItems.Count < inventoryUI.numberOfSlots) { InventoryDatabase.inventory[inventoryId].inventoryItems.Add(itemToAdd); InventoryDatabase.inventoryUI[inventoryId].AddNewItem(itemToAdd); Debug.Log("Item (" + id + ")" + " has been added to inventory (" + inventoryId + ")"); return(true); } else { Debug.Log("Inventory is full."); return(false); } }
void GiveItem(int id) { Item itemToAdd = itemDatabase.GetItem(id); characterItems.Add(itemToAdd); Debug.Log("Added item: " + itemToAdd.title); }
public void AddItem(int id) { Item itemToAdd = itemDatabase.GetItem(id); inventoryUI.AddItemToUI(itemToAdd); playerItems.Add(itemToAdd); }
public void Init() { itemDatabase = ItemDatabase.instance; // Find what item this recipe is to help craft, based on the ID passed in the inspector ItemInfo itemToCraft = itemDatabase.GetItem(resultID); if (itemToCraft == null) { throw new System.ApplicationException("Item with ID " + id + " is not in the item database."); } result = itemToCraft; ItemInfo mat; // now find the materials foreach (int matId in materialIDs) { mat = itemDatabase.GetItem(matId); if (mat == null) { throw new System.ApplicationException("Item with ID " + id + " is not in the item database."); } materials.Add(mat); } }
public void LoadGame(SideMissionSaveData info, Sprite personInfo) { MissionSaveData temp = JsonUtility.FromJson <MissionSaveData>(info.missionSaveData); myHandinSlot.LoadGame(temp); p_numWanted = temp.totalNeeded; p_itemID = temp.TurnInItemID; Reward = info.reward; nameDisplay.text = info.name; personDisplay.sprite = personInfo; numWantedDisplay.text = p_numWanted.ToString(); Item tempItem = itemDatabase.GetItem(p_itemID); itemDisplay.sprite = tempItem.itemImage; goldRewardDisplay.text = Reward.ToString(); beforeAcceptGroup.SetActive(info.beforeAcceptGroup); HandinGroup.SetActive(info.HandinGroup); CompletedGroup.SetActive(info.CompletedGroup); if (info.beforeAcceptGroup == false) { myHandinSlot.SetRequirements(p_itemID, temp.currentHandinNeeded); myHandinSlot.overlayImage.sprite = tempItem.itemImage; acceptButton.interactable = false; } }
public void AddItem(int id) { Item itemToAdd = itemDatabase.GetItem(id); inventoryui.AddItemToUi(itemToAdd); PlayerItems.Add(itemToAdd); }
// Loads inventory from xml file void LoadInvetory() { XmlDocument xmlDocument = new XmlDocument(); xmlDocument.LoadXml(INVENTORY_XML.text); XmlNodeList itemNodeList = xmlDocument.GetElementsByTagName("Item"); // Read items from xml, copy from database, and add to inventory foreach (XmlNode itemInfo in itemNodeList) { XmlNodeList itemContent = itemInfo.ChildNodes; string tempName = ""; string tempCount = ""; foreach (XmlNode content in itemContent) { switch (content.Name) { case "ItemName": tempName = content.InnerText; break; case "ItemCount": tempCount = content.InnerText; break; } } // Get item dictionary, set count, and add item to list Dictionary <string, string> tempDict; if (itemDatabase != null) { tempDict = itemDatabase.GetItem(tempName); if (tempDict != null) { switch (tempDict ["ItemType"]) { case "EQUIP": EquipItem tempEquip = new EquipItem(tempDict); tempEquip.Count = int.Parse(tempCount); playerEquipItems.Add(tempEquip); break; case "CONSUMABLE": ConsumableItem tempConsumable = new ConsumableItem(tempDict); tempConsumable.Count = int.Parse(tempCount); playerConsumableItems.Add(tempConsumable); break; case "STORY": StoryItem tempStory = new StoryItem(tempDict); tempStory.Count = int.Parse(tempCount); playerStoryItems.Add(tempStory); break; } } } } }
public void GiveItem(int id) { Item itemToAdd = itemDatabase.GetItem(id); inventoryManager.characterItems.Add(itemToAdd); inventoryUI.AddNewItem(itemToAdd); }
public void AddItem(int id) { Item itemToAdd = itemDatabase.GetItem(id); uiInventory.AddItemToUI(itemToAdd); inventoryItems.Add(itemToAdd); }
// Use this for initialization void Start() { itemsToSpawn[0] = itemDatabase.GetItem(3); itemsToSpawn[1] = itemDatabase.GetItem(4); itemsToSpawn[2] = itemDatabase.GetItem(5); SpawnWeapons(); }
// Give a player an item via id public void GiveItem(int id) { Item itemAdd = itemDatabase.GetItem(id); inventItems.Add(itemAdd); inventUI.AddItem(itemAdd); Debug.Log("Added item: " + itemAdd.title); }
public void GiveItem(int id) { Item itemToAdd = itemDatabase.GetItem(id); playerItems.Add(itemToAdd); inventoryUI.AddNewItem(itemToAdd); Debug.Log("Added item: " + itemToAdd.type); }
public void GiveItem(int id) { Item itemToAdd = itemDatabase.GetItem(id); characterItems.Add(itemToAdd); inventoryUI.AddNewItem(itemToAdd); //Debug.Log("Added Item: " + itemToAdd.title); }
public void GiveItem(int id) { Item itemToAdd = itemDatabase.GetItem(id); Debug.Log(itemToAdd.title); inventoryUI.AddItemToUI(itemToAdd); playerItems.Add(itemToAdd); }
/* * Creator: Yunzheng Zhou * Use potion from inventary and play sound effect */ public void UsePotion() { playSFX(onConsumeSFX); Test_UIEquipSlot_Assign equipItem = this.GetComponent <Test_UIEquipSlot_Assign>(); Item consumable = backupitemDataBase.GetItem(equipItem.assignItem); consumable.Use(); (this as UIEquipSlot).Assign(itemdatabase.GetByID(0)); fillinPotionslot((this as UIEquipSlot), equipItem.assignItem, equipItem); }
//아이템을 인벤토리에 넣어주는 코드 public void GiveItem(int id) { //데이터베이스에서 이 id 값을 가진 아이템을 가져오고 //캐릭터 인벤에 이 아이템을 추가해준다. Item itemToAdd = Database.GetItem(id); characterItems.Add(itemToAdd); inventoryUI.AddNewItem(itemToAdd); Debug.Log("Added Item : " + itemToAdd.name); }
public GameObject SpawnItem(string item) { ItemData data = Database.GetItem(item); GameObject ret = GameObject.Instantiate(MapObjectPrefab, Vector3.zero, Quaternion.identity) as GameObject; ret.GetComponent <MapObject>().SetData(data); OnSpawnObject(ret, data); return(ret); }
public void GiveItem(int id) { Item itemToAdd = itemDatabase.GetItem(id); characterItems.Add(itemToAdd); inventoryUI.AddNewItem(itemToAdd); numberOfItems++; DisplayNotif(); EditNotifText("Added Item: " + itemToAdd.title + ", number Of Items: " + numberOfItems); Debug.Log("Added Item: " + itemToAdd.title + ", number O fItems: " + numberOfItems); }
public void AddItem(int id) { if (chacacterItems.Count < inventoryUI.numberOfSlots) { Item itemToAdd = itemDatabase.GetItem(id); addNewItem(itemToAdd); } else { print("INVENTARIO CHEIO :("); } }
/* * Function: OnAfterDeserialize * Description: convert item IDs to scriptable objects that * represent items in the inventory * * Creator: Myles Hagen */ public void OnAfterDeserialize() { //Debug.Log("After " + itemIDs.Count); items.Clear(); // add inventoryGUI clear function //InventoryGUI.instance.Clear(); foreach (int i in itemIDs) { var item = itemDatabase.GetItem(i); items.Add(item); //InventoryGUI.instance.Add(i); refill the inventory gui with item ids } }
/* * Retrieve all the owned items and get the item names to display in * the shopping gui. */ private string[] RetrieveItemNames(Inventory inventory) { string[] itemNames = new string[inventory.GetItems().Count]; int index = 0; Item item; foreach (int itemID in inventory.GetItems().Keys) { item = itemDB.GetItem(itemID); itemNames [index] = item.itemName; index++; } return(itemNames); }
public void SetReward() { goldReward = Random.Range(0, 150); foodReward = Random.Range(0, 5); cannonballReward = Random.Range(0, 3); if (Random.Range(0, 100) < 25) { itemReward = itemDtb.GetItem(Random.Range(3, 6)); } else { itemReward = null; } }
public void AddItem(int ID, int n) { Item item = dataBase.GetItem(ID); Item item2 = new Item(item.ID, item.title, item.desc, item.sellValue, item.stack, item.maxStack); int slot = slotUi.slots.FindIndex(k => k.uItem.item != null && k.uItem.item.ID == item.ID && k.uItem.item.stack < item.maxStack); Debug.Log(slot); if (slot == -1) { slot = slotUi.slots.FindIndex(k => k.uItem.item == null); if (slot == -1) { Debug.Log("INVENTORY FULL"); return; } slotUi.slots[slot].uItem.item = item2; slotUi.UpdateSlot(slot, item2); n -= 1; } Debug.Log("slot pos if" + slot); for (int i = 0; i < n; i++) { if (slotUi.slots[slot].uItem.item.stack < slotUi.slots[slot].uItem.item.maxStack) { slotUi.slots[slot].uItem.item.stack += 1; slotUi.UpdateSlot(slot, slotUi.slots[slot].uItem.item); Debug.Log("stack " + slotUi.slots[slot].uItem.item.stack); } else { Debug.Log("Adding Item" + item2); item2 = new Item(item.ID, item.title, item.desc, item.sellValue, item.stack, item.maxStack); slot = slotUi.slots.FindIndex(k => k.uItem.item == null); slotUi.slots[slot].uItem.item = item2; Debug.Log("slot pos add for" + slot); slotUi.UpdateSlot(slot, item2); } } Debug.Log(slotUi.slots[slot].uItem.item.stack); Debug.Log("Added item: " + item.title); }
public void AddItem(string itemName, int itemAmount = 1) { Item newItem = ItemDatabase.GetItem(itemName); // Find the item name Slot newSlot = GetEmptySlot(); // Find empty slot if (newItem != null && newSlot != null) { if (HasStacked(newItem, itemAmount)) { return; } // Set the empty slot newSlot.item = newItem; //Create a new item instance GameObject item = Instantiate(itemPrefab); item.transform.position = newSlot.gameObject.transform.position; item.transform.SetParent(newSlot.gameObject.transform); item.name = newItem.Title; //Set the item's gameobject newItem.gameobject = item; //Get the image component from the item Image image = item.GetComponent <Image>(); image.sprite = newItem.Sprite; ItemData itemData = item.GetComponent <ItemData>(); itemData.item = newItem; itemData.slot = newSlot; } }
public void TriggerDialogue(Actor actor, Item item) { if (item == ItemDatabase.GetItem(ItemId.ID)) { if (actor == ActorDatabase.BLOCKING_GUARD) { if (FlagManager.Instance.SHOWN_GUARD_ID) { TriggerDialogue(DialogueKeys.SHOWN_ID_TO_GUARD, true); } else { TriggerDialogue(DialogueKeys.GUARD_SHOWING_ID, true); } } return; } if (item == ItemDatabase.GetItem(ItemId.Box)) { if (actor == ActorDatabase.BLOCKING_GUARD) { TriggerDialogue(DialogueKeys.WHAT_A_LOVELY_BOX, true); } return; } }
// Adiciona Item ao inventário (exceção criada na origem itemDatabase.GetItem(itemName)) public void AddItem(string itemName) { Item itemToAdd = itemDatabase.GetItem(itemName); characterItems.Add(itemToAdd); InventoryUpdate(); }
public bool Remove(ItemStack itemStack) { for (int i = 0; i < inventory.Count; i++) { if (inventory[i].id == itemStack.id) { int amount = inventory[i].count; inventory[i].count -= itemStack.count; if (inventory[i].count <= 0) { itemCount -= amount; weight -= amount * ItemDatabase.GetItem(itemStack.id).weight; inventory.RemoveAt(i); } else { itemCount -= itemStack.count; weight -= itemStack.GetWeight(); } return(true); } } return(false); }
public void AddItem(string itemName, int itemAmount = 1) //Adds item to inventory { Item newItem = ItemDatabase.GetItem(itemName); //Get an item from the database if (newItem != null) //Check if item is valid { if (HasStacked(newItem, itemAmount)) //Check to see if the item is stackable { return; } SlotData newSlot = GetEmptySlot(); //Gets an empty slot if (newSlot != null) { } GameObject item = Instantiate(itemPrefab); //Creates a new prefab of the item item.transform.position = newSlot.gameObject.transform.position; //Set new item's gameObject item.transform.SetParent(newSlot.gameObject.transform); item.name = newItem.Title; newItem.gameObject = item; //set the item's gameObject Image image = item.GetComponent <Image>(); //Get the image component and set new image to item sprite image.sprite = newItem.Sprite; //Get ItemData Component ItemData itemData = item.GetComponent <ItemData>(); itemData.item = newItem; } }
// Use this for initialization void Start() { inventorySCR = GameObject.FindGameObjectWithTag("Inventory").GetComponent<Inventory>(); tempInventorySCR = GameObject.FindGameObjectWithTag("Inventory").GetComponent<TempInventory>(); databaseSCR = GameObject.FindGameObjectWithTag ("ItemDatabase").GetComponent<ItemDatabase> (); tooltip = GameObject.FindGameObjectWithTag ("ItemTooltipPanel").transform.GetChild (0).GetComponent<RectTransform>(); tooltipParent = GameObject.FindGameObjectWithTag ("ItemTooltipPanel").GetComponent<RectTransform> (); tooltip = tooltipParent.GetChild (0).GetComponent<RectTransform>(); for (int i = 0; i < 5; i++) { heroInventory.Add (databaseSCR.GetItem(0)); } for (int i = 0; i < heroInventory.Count; i++) { heroInventoryStacks.Add(0); } }