public void UpdatePanel() { // instantiate/destroy enough slots UIUtils.BalancePrefabs(slotPrefab.gameObject, player.food.Count, content); // refresh all items for (int i = 0; i < player.food.Count; ++i) { UIInventorySlot slot = content.GetChild(i).GetComponent <UIInventorySlot>(); FoodItemAndAmount food = player.food[i]; if (food.amount > 0) { int icopy = i; // needed for lambdas, otherwise i is Count slot.button.onClick.SetListener(() => OnFoodSlotClicked(icopy)); // show images and amount text slot.image.color = Color.white; slot.image.sprite = food.item.image; slot.amountText.text = food.amount.ToString(); } else { // refresh invalid item slot.button.onClick.RemoveAllListeners(); slot.image.color = Color.clear; slot.image.sprite = null; slot.cooldownCircle.fillAmount = 0; slot.amountOverlay.SetActive(false); } } }
private void Swap(UIInventorySlot slot) { var selectedSlotIndex = GetSlotIndex(Selected); var destSlotIndex = GetSlotIndex(slot); if (!(selectedSlotIndex == -1 || destSlotIndex == -1)) { _inventory.Move(selectedSlotIndex, destSlotIndex); } }
void Update() { GameObject player = Player.player; if (!player) { return; } PlayerInventory inventory = player.GetComponent <PlayerInventory>(); // instantiate/destroy enough slots UIUtils.BalancePrefabs(slotPrefab.gameObject, inventory.slots.Count, content); // refresh all items for (int i = 0; i < inventory.slots.Count; ++i) { UIInventorySlot slot = content.GetChild(i).GetComponent <UIInventorySlot>(); slot.dragAndDropable.name = i.ToString(); // drag and drop index ItemSlot itemSlot = inventory.slots[i]; if (itemSlot.amount > 0) { // refresh valid item int icopy = i; // needed for lambdas, otherwise i is Count slot.button.onClick.SetListener(() => { if (itemSlot.item.data is UsableItem && ((UsableItem)itemSlot.item.data).CanUse(inventory, icopy) == Usability.Usable) { inventory.UseItem(icopy); } }); slot.tooltip.enabled = true; slot.tooltip.text = itemSlot.ToolTip(); slot.dragAndDropable.dragable = true; slot.image.color = Color.white; slot.image.sprite = itemSlot.item.image; slot.amountOverlay.SetActive(itemSlot.amount > 1); slot.amountText.text = itemSlot.amount.ToString(); } else { // refresh invalid item slot.button.onClick.RemoveAllListeners(); slot.tooltip.enabled = false; slot.dragAndDropable.dragable = false; slot.image.color = Color.clear; slot.image.sprite = null; slot.amountOverlay.SetActive(false); } } // gold goldText.text = inventory.gold.ToString(); }
private int GetSlotIndex(UIInventorySlot slotToFind) { for (int i = 0; i < SlotCount; i++) { if (Slots[i] == slotToFind) { return(i); } } return(-1); }
private int GetSlotIndex(UIInventorySlot selected) { for (int i = 0; i < SlotCount; i++) { if (_slots[i] == selected) { return(i); } } return(-1); }
public void OnSelectedSlot(UIInventorySlot curSlot) { if (selectedSlot != null) { selectedSlot.OnDeSelected(); } selectedSlot = curSlot; selectedSlot.OnSelected(); ShowInfo(); }
private void Handle_SlotClicked(UIInventorySlot slot) { if (Selected != null) { Swap(slot); Selected.BecomesUnSelected(); Selected = null; } else if (slot.IsEmpty == false) { Selected = slot; Selected.BecomesSelected(); } OnSelectionChanged?.Invoke(); }
private void HandleSlotClicked(UIInventorySlot slot) { // Swap slots if multiple were selected if (Selected != null) { Swap(slot); Selected.BecomeUnselected(); Selected = null; } // Don't select empty slots else if (!slot.IsEmpty) { Selected = slot; Selected.BecomeSelected(); } OnSelectionChanged?.Invoke(); }
public IEnumerator RefreshSlot() { for (int i = 0; i < _slots.Count; i++) { UIInventorySlot slot = _slots[i]; slot.Refresh(); if (slot.item.Count <= 0) { NGUITools.Destroy(slot.gameObject); _slots.Remove(slot); slotRoot.Reposition(); scrollView.ResetPosition(); i--; } yield return(null); } }
private IEnumerator InitSlot() { List <UserItem> userItems = GameManager.GameUser.UserItems.ToList();//.OrderByDescending(p => p.GameItem.Kind).ThenByDescending(p=>p.Grade).ToList(); foreach (UserItem userItem in userItems) { GameObject go = NGUITools.AddChild(slotRoot.gameObject, slotPrefab); UIInventorySlot slot = go.GetComponent <UIInventorySlot>(); slot.SetItem(userItem); slot.inventory = this; _slots.Add(slot); slotRoot.Reposition(); yield return(null); } scrollView.ResetPosition(); }
void Update() { Player player = Player.localPlayer; if (player != null) { // hotkey (not while typing in chat, etc.) if (Input.GetKeyDown(hotKey) && !UIUtils.AnyInputActive()) { panel.SetActive(!panel.activeSelf); } // only update the panel if it's active if (panel.activeSelf) { // instantiate/destroy enough slots UIUtils.BalancePrefabs(slotPrefab.gameObject, player.inventory.Count, content); // refresh all items for (int i = 0; i < player.inventory.Count; ++i) { UIInventorySlot slot = content.GetChild(i).GetComponent <UIInventorySlot>(); slot.dragAndDropable.name = i.ToString(); // drag and drop index ItemSlot itemSlot = player.inventory[i]; if (itemSlot.amount > 0) { // refresh valid item int icopy = i; // needed for lambdas, otherwise i is Count slot.button.onClick.SetListener(() => { if (itemSlot.item.data is UsableItem && ((UsableItem)itemSlot.item.data).CanUse(player, icopy)) { player.CmdUseInventoryItem(icopy); } }); slot.tooltip.enabled = true; slot.tooltip.text = itemSlot.ToolTip(); slot.dragAndDropable.dragable = true; slot.image.color = Color.white; slot.image.sprite = itemSlot.item.image; slot.amountOverlay.SetActive(itemSlot.amount > 1); slot.amountText.text = itemSlot.amount.ToString(); } else { // refresh invalid item slot.button.onClick.RemoveAllListeners(); slot.tooltip.enabled = false; slot.dragAndDropable.dragable = false; slot.image.color = Color.clear; slot.image.sprite = null; slot.amountOverlay.SetActive(false); } } // gold goldText.text = player.gold.ToString(); // trash (tooltip always enabled, dropable always true) trash.dragable = player.trash.amount > 0; if (player.trash.amount > 0) { // refresh valid item trashImage.color = Color.white; trashImage.sprite = player.trash.item.image; trashOverlay.SetActive(player.trash.amount > 1); trashAmountText.text = player.trash.amount.ToString(); } else { // refresh invalid item trashImage.color = Color.clear; trashImage.sprite = null; trashOverlay.SetActive(false); } } } else { panel.SetActive(false); } }
void Update() { Player player = Player.localPlayer; if (player != null) { // hotkey (not while typing in chat, etc.) if (Input.GetKeyDown(hotKey) && !UIUtils.AnyInputActive()) { panel.SetActive(!panel.activeSelf); } // only update the panel if it's active if (panel.activeSelf) { // instantiate/destroy enough slots UIUtils.BalancePrefabs(slotPrefab.gameObject, player.inventory.slots.Count, content); // refresh all items for (int i = 0; i < player.inventory.slots.Count; ++i) { UIInventorySlot slot = content.GetChild(i).GetComponent <UIInventorySlot>(); slot.dragAndDropable.name = i.ToString(); // drag and drop index ItemSlot itemSlot = player.inventory.slots[i]; if (itemSlot.amount > 0) { // refresh valid item int icopy = i; // needed for lambdas, otherwise i is Count slot.button.onClick.SetListener(() => { if (itemSlot.item.data is UsableItem usable && usable.CanUse(player, icopy)) { player.inventory.CmdUseItem(icopy); } }); // only build tooltip while it's actually shown. this // avoids MASSIVE amounts of StringBuilder allocations. slot.tooltip.enabled = true; if (slot.tooltip.IsVisible()) { slot.tooltip.text = itemSlot.ToolTip(); } slot.dragAndDropable.dragable = true; // use durability colors? if (itemSlot.item.maxDurability > 0) { if (itemSlot.item.durability == 0) { slot.image.color = brokenDurabilityColor; } else if (itemSlot.item.DurabilityPercent() < lowDurabilityThreshold) { slot.image.color = lowDurabilityColor; } else { slot.image.color = Color.white; } } else { slot.image.color = Color.white; // reset for no-durability items } slot.image.sprite = itemSlot.item.image; // cooldown if usable item if (itemSlot.item.data is UsableItem usable2) { float cooldown = player.GetItemCooldown(usable2.cooldownCategory); slot.cooldownCircle.fillAmount = usable2.cooldown > 0 ? cooldown / usable2.cooldown : 0; } else { slot.cooldownCircle.fillAmount = 0; } slot.amountOverlay.SetActive(itemSlot.amount > 1); slot.amountText.text = itemSlot.amount.ToString(); } else { // refresh invalid item slot.button.onClick.RemoveAllListeners(); slot.tooltip.enabled = false; slot.dragAndDropable.dragable = false; slot.image.color = Color.clear; slot.image.sprite = null; slot.cooldownCircle.fillAmount = 0; slot.amountOverlay.SetActive(false); } } // gold goldText.text = player.gold.ToString(); // trash (tooltip always enabled, dropable always true) trash.dragable = player.inventory.trash.amount > 0; if (player.inventory.trash.amount > 0) { // refresh valid item if (player.inventory.trash.item.maxDurability > 0) { if (player.inventory.trash.item.durability == 0) { trashImage.color = brokenDurabilityColor; } else if (player.inventory.trash.item.DurabilityPercent() < lowDurabilityThreshold) { trashImage.color = lowDurabilityColor; } else { trashImage.color = Color.white; } } else { trashImage.color = Color.white; // reset for no-durability items } trashImage.sprite = player.inventory.trash.item.image; trashOverlay.SetActive(player.inventory.trash.amount > 1); trashAmountText.text = player.inventory.trash.amount.ToString(); } else { // refresh invalid item trashImage.color = Color.clear; trashImage.sprite = null; trashOverlay.SetActive(false); } } } else { panel.SetActive(false); } }
private void Awake() => _inventorySlot = GetComponent <UIInventorySlot>();
private void Swap(UIInventorySlot slot) { _inventory.Move(GetSlotIndex(Selected), GetSlotIndex(slot)); }
// Assign our componenet based on the slot type. private void LateUpdate() { player = Player.localPlayer; if (player != null) { switch (slotType) { case SlotType.Equipment: // refresh all int lastECount = 0; if (lastECount != player.equipment.Count) { for (int i = 0; i < player.equipment.Count; ++i) { lastECount = player.equipment.Count; if (player.equipment[i].amount > 0) { UIEquipment equipmentContents = gameObject.GetComponent <UIEquipment>(); UIUtils.BalancePrefabs(equipmentContents.slotPrefab.gameObject, player.equipment.Count, equipmentContents.content); if (equipmentContents.panel.activeSelf) { UIEquipmentSlot slot = equipmentContents.content.transform.GetChild(i).GetComponent <UIEquipmentSlot>(); raritySlot = slot.GetComponent <UCE_RaritySlot>(); tooltip = slot.tooltip; slot.dragAndDropable.name = i.ToString(); // drag and drop slot itemSlot = player.equipment[i]; SetRarityColor(itemSlot.item.data); } } else { UIEquipment equipmentContents = gameObject.GetComponent <UIEquipment>(); if (equipmentContents.panel.activeSelf) { UIEquipmentSlot slot = equipmentContents.content.transform.GetChild(i).GetComponent <UIEquipmentSlot>(); raritySlot = slot.GetComponent <UCE_RaritySlot>(); raritySlot.rarityOutline.color = Color.clear; } } } } break; case SlotType.Inventory: // refresh all int lastICount = 0; if (lastICount != player.inventory.Count) { for (int i = 0; i < player.inventory.Count; ++i) { lastICount = player.inventory.Count; if (player.inventory[i].amount > 0) { UIInventory inventoryContents = GetComponent <UIInventory>(); UIUtils.BalancePrefabs(inventoryContents.slotPrefab.gameObject, player.inventory.Count, inventoryContents.content); if (inventoryContents.panel.activeSelf) { UIInventorySlot slot = inventoryContents.content.transform.GetChild(i).GetComponent <UIInventorySlot>(); raritySlot = slot.GetComponent <UCE_RaritySlot>(); tooltip = slot.tooltip; slot.dragAndDropable.name = i.ToString(); // drag and drop slot itemSlot = player.inventory[i]; SetRarityColor(itemSlot.item.data); } } else { UIInventory inventoryContents = gameObject.GetComponent <UIInventory>(); if (inventoryContents.panel.activeSelf) { UIInventorySlot slot = inventoryContents.content.transform.GetChild(i).GetComponent <UIInventorySlot>(); raritySlot = slot.GetComponent <UCE_RaritySlot>(); raritySlot.rarityOutline.color = Color.clear; } } } } break; case SlotType.Loot: if (player.target != null && player.target.health <= 0) { UILoot lootContent = GetComponent <UILoot>(); List <ItemSlot> items = player.target.inventory.Where(slot => slot.amount > 0).ToList(); UIUtils.BalancePrefabs(lootContent.itemSlotPrefab.gameObject, items.Count, lootContent.content); // refresh all valid items for (int i = 0; i < items.Count; ++i) { UILootSlot slot = lootContent.content.GetChild(i).GetComponent <UILootSlot>(); slot.dragAndDropable.name = i.ToString(); // drag and drop index int itemIndex = player.target.inventory.FindIndex( // note: .Equals because name AND dynamic variables matter (petLevel etc.) itemSlot => itemSlot.amount > 0 && itemSlot.item.Equals(items[i].item) ); // refresh raritySlot = slot.GetComponent <UCE_RaritySlot>(); tooltip = slot.tooltip; slot.dragAndDropable.name = i.ToString(); // drag and drop slot itemSlot = items[i]; SetRarityColor(itemSlot.item.data); } } break; case SlotType.PlayerTrade: if (player.state == "TRADING") { Player other = (Player)player.target; int lastPTYCount = 0; if (lastPTYCount != player.tradeOfferItems.Count) { for (int i = 0; i < player.tradeOfferItems.Count; ++i) { lastPTYCount = player.tradeOfferItems.Count; UIPlayerTrading tradeContents = GetComponent <UIPlayerTrading>(); UIUtils.BalancePrefabs(tradeContents.slotPrefab.gameObject, player.tradeOfferItems.Count, tradeContents.myContent); if (tradeContents.panel.activeSelf) { UIPlayerTradingSlot slot = tradeContents.myContent.transform.GetChild(i).GetComponent <UIPlayerTradingSlot>(); if (slot.amountText.text != "0") { raritySlot = slot.GetComponent <UCE_RaritySlot>(); tooltip = slot.tooltip; slot.dragAndDropable.name = i.ToString(); // drag and drop slot int inventoryIndex = player.tradeOfferItems[i]; itemSlot = player.inventory[inventoryIndex]; SetRarityColor(itemSlot.item.data); } else { raritySlot = slot.GetComponent <UCE_RaritySlot>(); raritySlot.rarityOutline.color = Color.clear; } } } } int lastPTOCount = 0; if (lastPTOCount != other.tradeOfferItems.Count) { for (int i = 0; i < other.tradeOfferItems.Count; ++i) { lastPTOCount = other.tradeOfferItems.Count; UIPlayerTrading tradeContents = GetComponent <UIPlayerTrading>(); UIUtils.BalancePrefabs(tradeContents.slotPrefab.gameObject, other.tradeOfferItems.Count, tradeContents.otherContent); if (tradeContents.panel.activeSelf) { UIPlayerTradingSlot slot = tradeContents.otherContent.transform.GetChild(i).GetComponent <UIPlayerTradingSlot>(); if (slot.amountText.text != "0") { raritySlot = slot.GetComponent <UCE_RaritySlot>(); tooltip = slot.tooltip; slot.dragAndDropable.name = i.ToString(); // drag and drop slot int inventoryIndex = other.tradeOfferItems[i]; itemSlot = other.inventory[inventoryIndex]; SetRarityColor(itemSlot.item.data); } else { raritySlot = slot.GetComponent <UCE_RaritySlot>(); raritySlot.rarityOutline.color = Color.clear; } } } } } break; case SlotType.NpcTrade: if (player.target is Npc) { Npc npc = (Npc)player.target; #if _iMMONPCSHOP UCE_UI_NpcShop shopContents = GetComponent <UCE_UI_NpcShop>(); if (shopContents.panel.activeSelf) { ScriptableItem[] items = npc.saleItems.Where(x => x.itemCategory == shopContents.currentCategory || shopContents.currentCategory == "").ToArray(); UIUtils.BalancePrefabs(shopContents.itemSlotPrefab.gameObject, items.Length, shopContents.itemContent); int lastIMCount = 0; string currentPage = ""; if (lastIMCount != items.Length || currentPage != shopContents.currentCategory) { for (int i = 0; i < items.Length; ++i) { lastIMCount = items.Length; currentPage = shopContents.currentCategory; UCE_UI_NpcShopSlot slot = shopContents.itemContent.GetChild(i).GetComponent <UCE_UI_NpcShopSlot>(); raritySlot = slot.GetComponent <UCE_RaritySlot>(); tooltip = slot.tooltip; scriptItem = items[i]; SetRarityColor(scriptItem); } } } #else int lastNTCount = 0; if (lastNTCount != npc.saleItems.Length) { for (int i = 0; i < npc.saleItems.Length; ++i) { lastNTCount = npc.saleItems.Length; UINpcTrading npcContents = GetComponent <UINpcTrading>(); UIUtils.BalancePrefabs(npcContents.slotPrefab.gameObject, npc.saleItems.Length, npcContents.content); if (npcContents.panel.activeSelf) { UINpcTradingSlot slot = npcContents.content.transform.GetChild(i).GetComponent <UINpcTradingSlot>(); raritySlot = slot.GetComponent <UCE_RaritySlot>(); tooltip = slot.tooltip; scriptItem = npc.saleItems[i]; SetRarityColor(scriptItem); } } } #endif } break; case SlotType.ItemMall: UIItemMall mallContents = GetComponent <UIItemMall>(); if (mallContents.panel.activeSelf) { ScriptableItem[] items = player.itemMallCategories[mallContents.currentCategory].items; UIUtils.BalancePrefabs(mallContents.itemSlotPrefab.gameObject, items.Length, mallContents.itemContent); int lastIMCount = 0; int currentPage = 0; if (lastIMCount != items.Length || currentPage != mallContents.currentCategory) { for (int i = 0; i < items.Length; ++i) { lastIMCount = items.Length; currentPage = mallContents.currentCategory; UIItemMallSlot slot = mallContents.itemContent.GetChild(i).GetComponent <UIItemMallSlot>(); raritySlot = slot.GetComponent <UCE_RaritySlot>(); tooltip = slot.tooltip; scriptItem = items[i]; SetRarityColor(scriptItem); } } } break; case SlotType.Crafting: UICrafting craftContents = GetComponent <UICrafting>(); UIUtils.BalancePrefabs(craftContents.ingredientSlotPrefab.gameObject, player.craftingIndices.Count, craftContents.ingredientContent); if (craftContents.panel.activeSelf) { int lastCCount = 0; if (lastCCount != player.craftingIndices.Count) { for (int i = 0; i < player.craftingIndices.Count; ++i) { lastCCount = player.craftingIndices.Count; UICraftingIngredientSlot slot = craftContents.ingredientContent.GetChild(i).GetComponent <UICraftingIngredientSlot>(); if (player.craftingIndices[i] != -1) { int itemIndex = player.craftingIndices[i]; raritySlot = slot.GetComponent <UCE_RaritySlot>(); tooltip = slot.tooltip; itemSlot = player.inventory[itemIndex]; SetRarityColor(itemSlot.item.data); } else { raritySlot = slot.GetComponent <UCE_RaritySlot>(); raritySlot.rarityOutline.color = Color.clear; } } } } break; } } }
public void SelectInventory(UIInventorySlot _selectInventorySlot) { selectInventorySlot = _selectInventorySlot; }
void Update() { Player player = Player.localPlayer; if (player) { UIUtils.BalancePrefabs(slotPrefab.gameObject, player.inventory.slots.Count, content); for (int i = 0; i < player.inventory.slots.Count; ++i) { UIInventorySlot slot = content.GetChild(i).GetComponent <UIInventorySlot>(); slot.dragAndDropable.name = i.ToString(); ItemSlot itemSlot = player.inventory.slots[i]; if (itemSlot.amount > 0) { int icopy = i; slot.button.onClick.SetListener(() => { if (itemSlot.item.CheckDurability() && itemSlot.item.data is UsableItem usable && usable.CanUseInventory(player, icopy) == Usability.Usable) { player.inventory.CmdUseItem(icopy); } }); slot.tooltip.enabled = true; if (slot.tooltip.IsVisible()) { slot.tooltip.text = itemSlot.ToolTip(); } slot.dragAndDropable.dragable = true; if (itemSlot.item.maxDurability > 0) { if (itemSlot.item.durability == 0) { slot.image.color = brokenDurabilityColor; } else if (itemSlot.item.DurabilityPercent() < lowDurabilityThreshold) { slot.image.color = lowDurabilityColor; } else { slot.image.color = Color.white; } } else { slot.image.color = Color.white; } slot.image.sprite = itemSlot.item.image; if (itemSlot.item.data is UsableItem usable2) { float cooldown = player.GetItemCooldown(usable2.cooldownCategory); slot.cooldownCircle.fillAmount = usable2.cooldown > 0 ? cooldown / usable2.cooldown : 0; } else { slot.cooldownCircle.fillAmount = 0; } slot.amountOverlay.SetActive(itemSlot.amount > 1); slot.amountText.text = itemSlot.amount.ToString(); } else { slot.button.onClick.RemoveAllListeners(); slot.tooltip.enabled = false; slot.dragAndDropable.dragable = false; slot.image.color = Color.clear; slot.image.sprite = null; slot.cooldownCircle.fillAmount = 0; slot.amountOverlay.SetActive(false); } } } }