public override List <InventoryItem> UpdateInventoryWeapons(InventoryManager playerInventory, InventoryManager bodyInventory) { List <ShooterItem> playerShooters = isArcher ? playerInventory.GetAllBows() : playerInventory.GetAllStaves(); List <InventoryItem> ret = new List <InventoryItem>(); defaultShooter = isArcher ? bodyInventory.defaultBow : bodyInventory.defaultStaff; defaultShooter.manager = playerInventory; ret.Add(defaultShooter); for (int i = 0; i < playerShooters.Count; ++i) { ret.Add(playerShooters[i]); } WeaponSelectionUI.instance.SetAvailableWeapons(ret); UpdateWeaponSelectedUI(isArcher ? playerInventory.equippedBow : playerInventory.equippedStaff); if (isArcher) { playerInventory.OnNewBowEquipped += UpdateWeaponSelectedUI; } else { playerInventory.OnNewStaffEquipped += UpdateWeaponSelectedUI; } return(ret); }
public static Item RandomShooterItem(int width, int height) { Tuple <int, int> randoms = randomXY(400, 600); Item item = new ShooterItem(randoms.Item1, randoms.Item2); return(item); }
public List <ShooterItem> GetAllBows() { List <ShooterItem> bows = new List <ShooterItem>(); for (int i = 0; i < m_items.Count; ++i) { ShooterItem bow = m_items[i] as ShooterItem; if (bow != null && !bow.isStaff) { bows.Add(bow); } } return(bows); }
public List <ShooterItem> GetAllStaves() { List <ShooterItem> staves = new List <ShooterItem>(); for (int i = 0; i < m_items.Count; ++i) { ShooterItem staff = m_items[i] as ShooterItem; if (staff != null && staff.isStaff) { staves.Add(staff); } } return(staves); }
private void Awake() { m_items = new List <InventoryItem>(); if (defaultSwordData != null) { defaultSword = new SwordItem(defaultSwordData.weaponSprite, defaultSwordData); defaultSword.manager = this; equippedSword = defaultSword; } if (defaultStaffData != null) { defaultStaff = new ShooterItem(defaultStaffData.shooterSprite, defaultStaffData, true); defaultStaff.manager = this; equippedStaff = defaultStaff; } if (defaultBowData != null) { defaultBow = new ShooterItem(defaultBowData.shooterSprite, defaultBowData, false); defaultBow.manager = this; equippedBow = defaultBow; } }
private void UpdateWeaponSelectedUI(ShooterItem item) { WeaponSelectionUI.instance.ShowSelectedWeapon(item); }