public override void OnInspectorGUI() { serializedObject.Update(); EditorGUI.BeginChangeCheck(); { EditorFieldUtility.ReadOnlyComponentField(target as MonoBehaviour, this); EditorGUILayout.BeginHorizontal(); WereAllGonnaDieAnywayNew.InventorySystem.Inventory _target = (WereAllGonnaDieAnywayNew.InventorySystem.Inventory)target; EditorGUILayout.PrefixLabel("Game Data DB"); _target.db = EditorGUILayout.ObjectField(_target.db, typeof(GameDatabaseSO), true) as GameDatabaseSO; EditorGUILayout.EndHorizontal(); if (reorderableList != null) { reorderableList.Layout(); } } if (EditorGUI.EndChangeCheck()) { serializedObject.ApplyModifiedProperties(); } }
public CreatureFactoryData(GameObject actor) { Creature target = actor.GetComponent <Creature>(); WereAllGonnaDieAnywayNew.InventorySystem.Inventory inventory = actor.GetComponent <WereAllGonnaDieAnywayNew.InventorySystem.Inventory>(); ActorID = target.CreatureID; Statlist = target.Stats.StatList; ItemsInBag = inventory.ItemsInBag; ActorObject = actor; SpriteIndex = Int32.Parse(actor.transform.GetChild(0).name); Name = actor.name; //add location and ai data later }
/// <summary> /// UpdatesCreture data in CitizenMasterList /// </summary> /// <param name="actor"></param> /// <returns></returns> //add an observer to call this or delegate public bool UpdateCreatureData(GameObject actor) { if (!ReadActorData(actor.GetComponent <Creature>().CreatureID, out CreatureFactoryData tmp)) { Debug.LogWarning("Creature data does not exists"); return(false); } else { Creature target = actor.GetComponent <Creature>(); WereAllGonnaDieAnywayNew.InventorySystem.Inventory inventory = actor.GetComponent <WereAllGonnaDieAnywayNew.InventorySystem.Inventory>(); tmp.ItemsInBag = inventory.ItemsInBag; tmp.Statlist = target.Stats.StatList; tmp.position = actor.transform.position; //update location data; return(true); } }
public void UpdateInventory(WereAllGonnaDieAnywayNew.InventorySystem.Inventory source) { playerInventory = TOOLS.CloneObject <List <ItemFactoryData> >(source.ItemsInBag); }
public void InitializeHarvestPoint() { HarvestInventory = GetComponent <WereAllGonnaDieAnywayNew.InventorySystem.Inventory>(); }
public void ShareItem(WereAllGonnaDieAnywayNew.InventorySystem.Inventory targetInventory, int qty, string ItemName) { // transfer item from common to target }
// Resource Management public void AddItem(WereAllGonnaDieAnywayNew.InventorySystem.Inventory source, int qty, string ItemName) { source.TransferItemData(ItemName, qty, out ItemFactoryData targetItem); addItemToStock(targetItem); }