// 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; } } }
void Update() { Player player = Player.localPlayer; // only if trading, otherwise set inactive if (player != null && player.state == "TRADING" && player.target != null && player.target is Player) { panel.SetActive(true); Player other = (Player)player.target; // OTHER /////////////////////////////////////////////////////////// // status text if (other.tradeStatus == TradeStatus.Accepted) { otherStatusText.text = "[ACCEPTED]"; } else if (other.tradeStatus == TradeStatus.Locked) { otherStatusText.text = "[LOCKED]"; } else { otherStatusText.text = ""; } // gold input otherGoldInput.text = other.tradeOfferGold.ToString(); // items UIUtils.BalancePrefabs(slotPrefab.gameObject, other.tradeOfferItems.Count, otherContent); for (int i = 0; i < other.tradeOfferItems.Count; ++i) { UIPlayerTradingSlot slot = otherContent.GetChild(i).GetComponent <UIPlayerTradingSlot>(); int inventoryIndex = other.tradeOfferItems[i]; slot.dragAndDropable.dragable = false; slot.dragAndDropable.dropable = false; if (0 <= inventoryIndex && inventoryIndex < other.inventory.Count && other.inventory[inventoryIndex].amount > 0) { ItemSlot itemSlot = other.inventory[inventoryIndex]; // refresh valid item slot.tooltip.enabled = true; slot.tooltip.text = itemSlot.ToolTip(); 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.tooltip.enabled = false; slot.image.color = Color.clear; slot.image.sprite = null; slot.amountOverlay.SetActive(false); } } // SELF //////////////////////////////////////////////////////////// // status text if (player.tradeStatus == TradeStatus.Accepted) { myStatusText.text = "[ACCEPTED]"; } else if (player.tradeStatus == TradeStatus.Locked) { myStatusText.text = "[LOCKED]"; } else { myStatusText.text = ""; } // gold input if (player.tradeStatus == TradeStatus.Free) { myGoldInput.interactable = true; myGoldInput.onValueChanged.SetListener(val => { long goldOffer = Utils.Clamp(val.ToLong(), 0, player.gold); myGoldInput.text = goldOffer.ToString(); player.CmdTradeOfferGold(goldOffer); }); } else { myGoldInput.interactable = false; myGoldInput.text = player.tradeOfferGold.ToString(); } // items UIUtils.BalancePrefabs(slotPrefab.gameObject, player.tradeOfferItems.Count, myContent); for (int i = 0; i < player.tradeOfferItems.Count; ++i) { UIPlayerTradingSlot slot = myContent.GetChild(i).GetComponent <UIPlayerTradingSlot>(); slot.dragAndDropable.name = i.ToString(); // drag and drop index int inventoryIndex = player.tradeOfferItems[i]; if (0 <= inventoryIndex && inventoryIndex < player.inventory.Count && player.inventory[inventoryIndex].amount > 0) { ItemSlot itemSlot = player.inventory[inventoryIndex]; // refresh valid item slot.tooltip.enabled = true; slot.tooltip.text = itemSlot.ToolTip(); slot.dragAndDropable.dragable = player.tradeStatus == TradeStatus.Free; 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.tooltip.enabled = false; slot.dragAndDropable.dragable = false; slot.image.color = Color.clear; slot.image.sprite = null; slot.amountOverlay.SetActive(false); } } // buttons ///////////////////////////////////////////////////////// // lock lockButton.interactable = player.tradeStatus == TradeStatus.Free; lockButton.onClick.SetListener(() => { player.CmdTradeOfferLock(); }); // accept (only if both have locked the trade & if not accepted yet) // accept (if not accepted yet & other has locked or accepted) acceptButton.interactable = player.tradeStatus == TradeStatus.Locked && other.tradeStatus != TradeStatus.Free; acceptButton.onClick.SetListener(() => { player.CmdTradeOfferAccept(); }); // cancel cancelButton.onClick.SetListener(() => { player.CmdTradeCancel(); }); } else { panel.SetActive(false); myGoldInput.text = "0"; // reset } }
void Update() { Player player = Player.localPlayer; // only if trading, otherwise set inactive if (player != null && player.state == "TRADING" && player.target != null && player.target is Player other) { panel.SetActive(true); // OTHER /////////////////////////////////////////////////////////// // status text if (other.trading.state == TradingState.Accepted) { otherStatusText.text = "[ACCEPTED]"; } else if (other.trading.state == TradingState.Locked) { otherStatusText.text = "[LOCKED]"; } else { otherStatusText.text = ""; } // gold input otherGoldInput.text = other.trading.offerGold.ToString(); // items UIUtils.BalancePrefabs(slotPrefab.gameObject, other.trading.offerItems.Count, otherContent); for (int i = 0; i < other.trading.offerItems.Count; ++i) { UIPlayerTradingSlot slot = otherContent.GetChild(i).GetComponent <UIPlayerTradingSlot>(); int inventoryIndex = other.trading.offerItems[i]; slot.dragAndDropable.dragable = false; slot.dragAndDropable.dropable = false; if (0 <= inventoryIndex && inventoryIndex < other.inventory.slots.Count && other.inventory.slots[inventoryIndex].amount > 0) { ItemSlot itemSlot = other.inventory.slots[inventoryIndex]; // refresh valid item // 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(); } // 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; slot.amountOverlay.SetActive(itemSlot.amount > 1); slot.amountText.text = itemSlot.amount.ToString(); } else { // refresh invalid item slot.tooltip.enabled = false; slot.image.color = Color.clear; slot.image.sprite = null; slot.amountOverlay.SetActive(false); } } // SELF //////////////////////////////////////////////////////////// // status text if (player.trading.state == TradingState.Accepted) { myStatusText.text = "[ACCEPTED]"; } else if (player.trading.state == TradingState.Locked) { myStatusText.text = "[LOCKED]"; } else { myStatusText.text = ""; } // gold input if (player.trading.state == TradingState.Free) { myGoldInput.interactable = true; myGoldInput.onValueChanged.SetListener(val => { long goldOffer = Utils.Clamp(val.ToLong(), 0, player.gold); myGoldInput.text = goldOffer.ToString(); player.trading.CmdOfferGold(goldOffer); }); } else { myGoldInput.interactable = false; myGoldInput.text = player.trading.offerGold.ToString(); } // items UIUtils.BalancePrefabs(slotPrefab.gameObject, player.trading.offerItems.Count, myContent); for (int i = 0; i < player.trading.offerItems.Count; ++i) { UIPlayerTradingSlot slot = myContent.GetChild(i).GetComponent <UIPlayerTradingSlot>(); slot.dragAndDropable.name = i.ToString(); // drag and drop index int inventoryIndex = player.trading.offerItems[i]; if (0 <= inventoryIndex && inventoryIndex < player.inventory.slots.Count && player.inventory.slots[inventoryIndex].amount > 0) { ItemSlot itemSlot = player.inventory.slots[inventoryIndex]; // refresh valid item // 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 = player.trading.state == TradingState.Free; // 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; slot.amountOverlay.SetActive(itemSlot.amount > 1); slot.amountText.text = itemSlot.amount.ToString(); } else { // refresh invalid item slot.tooltip.enabled = false; slot.dragAndDropable.dragable = false; slot.image.color = Color.clear; slot.image.sprite = null; slot.amountOverlay.SetActive(false); } } // buttons ///////////////////////////////////////////////////////// // lock lockButton.interactable = player.trading.state == TradingState.Free; lockButton.onClick.SetListener(() => { player.trading.CmdLockOffer(); }); // accept (only if both have locked the trade & if not accepted yet) // accept (if not accepted yet & other has locked or accepted) acceptButton.interactable = player.trading.state == TradingState.Locked && other.trading.state != TradingState.Free; acceptButton.onClick.SetListener(() => { player.trading.CmdAcceptOffer(); }); // cancel cancelButton.onClick.SetListener(() => { player.trading.CmdCancel(); }); } else { panel.SetActive(false); myGoldInput.text = "0"; // reset } }