public void OnPointerEnter(PointerEventData eventData) { print("Enter Test"); Item i1 = _item_manager.FetchItemById(4); _tooltip.Activate(i1, 1, true); }
/* * Assuming to be adding one item at the time. * Takes an item id and adds an Item object into an open slot in the inventory or stacks * it on a slot containing the same item. * Updates the attributes of the Item: item, amount, and item_pos */ public void AddItem(int id) { Item _item_to_add = _item_manager.FetchItemById(id); int item_idx; if (_item_to_add.stackable && (item_idx = check_if_item_in_inventory(_item_to_add)) != -1) { ItemData data = slot_list[item_idx].transform.GetChild(0).GetComponent <ItemData>(); if (data.amount == 0) { data.amount++; } data.amount++; data.transform.GetChild(0).GetComponent <Text>().text = data.amount.ToString(); } else { for (int i = 0; i < inventory_item_list.Count; i++) { if (inventory_item_list[i].id == -1) { inventory_item_list[i] = _item_to_add; GameObject _item_obj = Instantiate(inventory_item); _item_obj.GetComponent <ItemData>().item = _item_to_add; _item_obj.GetComponent <ItemData>().item_pos = i; _item_obj.GetComponent <ItemData>().amount++; _item_obj.transform.SetParent(slot_list[i].transform); _item_obj.transform.position = Vector2.zero; //centers item relative to parent _item_obj.GetComponent <Image>().sprite = _item_to_add.sprite; _item_obj.name = _item_to_add.title; //name shown in the inspector break; } } } }
/*------------------------------------------------------------------------------------------------------- * -- FUNCTION: AddItem * -- DATE: 17/02/2016 * -- REVISIONS: * -- DESIGNER: Joseph Tam-Huang * -- PROGRAMMER: Joseph Tam-Huang * -- INTERFACE: public void AddItem(int id, int amt = 1) * -- int id: The item id * -- int amt: The amount to add * -- RETURNS: void * -- NOTES: * -- Takes an item id and the amount and adds an Item object into an open slot in the inventory or stacks * -- it on a slot containing the same item. * -- Updates the attributes of the Item: item, amount, and item_pos * -------------------------------------------------------------------------------------------------------*/ public void AddItem(int id, int amt = 1) { Item _item_to_add = _item_manager.FetchItemById(id); int item_idx; if (_item_to_add.type == Constants.RESOURCE_TYPE) { GameData.MyPlayer.Resources[_item_to_add.title] += amt; } if (_item_to_add.stackable && (item_idx = check_if_item_in_inventory(_item_to_add)) != -1) { ItemData data = slot_list[item_idx].transform.GetChild(0).GetComponent <ItemData>(); data.amount += amt; data.transform.GetChild(0).GetComponent <Text>().text = data.amount.ToString(); } else { for (int i = 0; i < inventory_item_list.Count; i++) { if (inventory_item_list[i].id == -1) { inventory_item_list[i] = _item_to_add; GameObject _item_obj = Instantiate(inventory_item); ItemData data = _item_obj.GetComponent <ItemData>(); data.item = _item_to_add; data.item_pos = i; data.amount += amt; if (_item_to_add.stackable) { data.transform.GetChild(0).GetComponent <Text>().text = data.amount.ToString(); } _item_obj.transform.SetParent(slot_list[i].transform); // Sets scaling factor of gridlayout component to 1 to work with // the unity "Scale With Screen Size" ui scale mode _item_obj.transform.localScale = new Vector3(1, 1, 1); _item_obj.transform.localPosition = Vector2.zero; //centers item relative to parent _item_obj.GetComponent <Image>().sprite = _item_to_add.sprite; _item_obj.name = _item_to_add.title; //name shown in the inspector if (i == Constants.WEAPON_SLOT) { UpdateWeaponStats(); } break; } } } }
/*------------------------------------------------------------------------------- * -- FUNCTION: CreateWorldItem * -- DATE: 05/03/2016 * -- REVISIONS: * -- DESIGNER: Joseph Tam-Huang * -- PROGRAMMER: Joseph Tam-Huang * -- INTERFACE: public GameObject CreateWorldItem(int world_item_id, int item_id, * -- int amt, float pos_x, float pos_y) * -- int world_item_id - the id of the world item * -- int item_id - the id of the item * -- int amt - the amount of the item * -- float pos_x - the x coordinate on the world map * -- float pos_y - the y coordinate on the world map * -- RETURNS: void * -- NOTES: * -- Creates a world item * ---------------------------------------------------------------------------------*/ public GameObject CreateWorldItem(int world_item_id, int item_id, int amt, float pos_x, float pos_y) { Item item = _item_manager.FetchItemById(item_id); GameObject _item = Instantiate(world_item); _item.GetComponent <WorldItemData>().world_item_id = world_item_id; _item.GetComponent <WorldItemData>().item = item; _item.GetComponent <WorldItemData>().amount = amt; _item.GetComponent <SpriteRenderer>().sprite = item.world_sprite; _item.transform.position = new Vector3(pos_x, pos_y, -5); // Add gold-specific components if (item_id == 2) { _item.GetComponent <WorldItemData>().autolootable = true; _item.AddComponent <Magnetize>(); _item.GetComponent <Magnetize>().world_item_id = world_item_id; // Sound component and gold drop sound // audioDrop = Resources.Load ("Music/Inventory/currency") as AudioClip; // audioSource.PlayOneShot (audioDrop); } return(_item); }