Exemplo n.º 1
0
    public void CreateSlotItemAsChildOfExistingSlot(GameObject item)
    {
        GameObject  newSlotItem = Instantiate(slotItem, transform, false);
        Component   comp        = item.GetComponent <SlotObjectContainer>().obj.GetComponent(typeof(IObjectData));
        IObjectData objectData  = comp as IObjectData;
        string      uiText;

        if (objectData.count() == 1)
        {
            uiText = objectData.objectName();
        }
        else
        {
            uiText = objectData.objectName() + " x" + objectData.count();
        }
        newSlotItem.GetComponent <SlotObjectContainer> ().obj = item.GetComponent <SlotObjectContainer>().obj;
        newSlotItem.GetComponent <Text> ().text = uiText;

        QuestTriggerWrapper questTriggerWrapper = newSlotItem.GetComponent <SlotObjectContainer> ().obj.GetComponent <QuestTriggerWrapper>();

        if (questTriggerWrapper != null)
        {
            QuestTrigger trigger = questTriggerWrapper.questTrigger;
            if (trigger != null)
            {
                Debug.Log("Process Quest Trigger.");
                GameObject.Find("QuestManager").GetComponent <QuestManager> ().ProcessQuestTrigger(trigger);
            }
        }

        Destroy(item);
    }
Exemplo n.º 2
0
    // I don't like this much because i am copying and pasting code...

    // TODO Process Quest Untriggers.

    public void OnPointerClick(PointerEventData eventData)
    {
        int value = Convert.ToInt32(transform.parent.GetComponentInChildren <Text> ().text);

        GameObject          player = transform.parent.GetComponent <PlayerReferenceAndItemContainer> ().Player;
        GameObject          item   = transform.parent.GetComponent <PlayerReferenceAndItemContainer> ().Item;
        SlotObjectContainer slotObjectContainer = transform.parent.GetComponent <PlayerReferenceAndItemContainer> ().SlotObjectContainer;

        Component   comp    = item.GetComponent(typeof(IObjectData));
        IObjectData objData = comp as IObjectData;

        objData.decreaseCount(value);

        if (objData.count() == 0)
        {
            GameObject dropItem = Instantiate(item);
            dropItem.transform.position = player.transform.position;
            dropItem.transform.SetParent(null);
            dropItem.SetActive(true);

            Component   component  = dropItem.GetComponent(typeof(IObjectData));
            IObjectData objectData = component as IObjectData;
            objectData.setCount(value);

            Destroy(slotObjectContainer.gameObject);
            Destroy(item);
        }
        else
        {
            GameObject  dropItem    = Instantiate(item);
            Component   dropComp    = dropItem.GetComponent(typeof(IObjectData));
            IObjectData dropObjData = dropComp as IObjectData;
            if (dropObjData.count() == 1)
            {
                slotObjectContainer.gameObject.GetComponent <Text> ().text = dropObjData.objectName();
            }
            else
            {
                slotObjectContainer.gameObject.GetComponent <Text> ().text = dropObjData.objectName() + " x" + dropObjData.count();
            }
            dropObjData.setCount(value);
            dropItem.transform.position = player.transform.position;
            dropItem.transform.SetParent(null);
            dropItem.SetActive(true);
        }
        UIPlayerInventoryClickHandler.selectCountButtonCreated = false;
        Destroy(transform.parent.gameObject);
    }
Exemplo n.º 3
0
    // I decided that i didn't want to support the drag and drop on chests to create new items.

    /*
     * public void OnDrop (PointerEventData eventData) {
     *  if (DragHandler.itemBeingDragged == null) {
     *      return;
     *  }
     *
     *  GameObject containerSlot = null;
     *  if (DragHandler.itemBeingDragged.transform.parent.GetComponent<ContainerSlot>()) {
     *      containerSlot = DragHandler.startParent.gameObject;
     *  }
     *
     *  CreateSlotWithItem (DragHandler.itemBeingDragged.GetComponent<SlotObjectContainer>().obj);
     *
     *  if (containerSlot) {
     *      Destroy (containerSlot);
     *  }
     *  DestroyImmediate (DragHandler.itemBeingDragged.transform.gameObject);
     *
     *  DragHandler.itemBeingDragged = null;
     * }
     */

    public void CreateSlotWithItem(GameObject Item)
    {
        GameObject slot     = Instantiate(Slot, transform.GetChild(0).transform.GetChild(0), false);
        GameObject slotItem = Instantiate(ContainerSlotItem, slot.transform, false);

        slotItem.GetComponent <SlotObjectContainer> ().obj = Item;

        GameObject  item       = slotItem.GetComponent <SlotObjectContainer> ().obj;
        Component   objectData = item.GetComponent(typeof(IObjectData));
        IObjectData data       = objectData as IObjectData;

        slotItem.GetComponent <Text> ().text = data.objectName();

        if (data.count() != 1)
        {
            slotItem.GetComponent <Text> ().text += " x" + data.count();
        }

        // Process Quest UnTrigger.
        QuestTriggerWrapper questTriggerWrapper = item.GetComponent <QuestTriggerWrapper> ();

        if (questTriggerWrapper != null)
        {
            QuestTrigger trigger = questTriggerWrapper.questTrigger;
            if (trigger != null)
            {
                GameObject.Find("QuestManager").GetComponent <QuestManager> ().ProcessQuestUnTrigger(trigger);
            }
        }
    }
Exemplo n.º 4
0
    public void CreateFactoryItem(List <GameObject> inventory, GameObject playerReference)
    {
        PlayerReference = playerReference;
        if (references == null)
        {
            references = new List <GameObject>();
        }
        if (Canvas == null)
        {
            Canvas = GameObject.Find("Canvas");
        }
        references.Add(Instantiate(Container, Canvas.transform, false));

        for (int i = 0; i < inventory.Count; ++i)
        {
            // Make a slot a child of the "Content".

            GameObject newSlot = Instantiate(ContainerSlot, references[0].transform.GetChild(0).transform.GetChild(0), false);

            // Make a slot item prefab a child of the slot that was just created.
            GameObject slotItem = Instantiate(SlotItemPrefab, newSlot.transform, false);

            Component   component  = inventory[i].GetComponent(typeof(IObjectData));
            IObjectData objectData = component as IObjectData;
            if (objectData.count() == 1)
            {
                slotItem.GetComponent <Text> ().text = objectData.objectName();
            }
            else
            {
                slotItem.GetComponent <Text> ().text = objectData.objectName() + " x" + objectData.count();
            }
            slotItem.GetComponent <SlotObjectContainer> ().obj = inventory[i];
        }
        references[0].transform.root.GetComponent <ContainerInventoryReferenceContainer> ().ContainerInventory = GetComponent <Container> ();
    }
Exemplo n.º 5
0
    public bool Interact(GameObject gameobject)
    {
        CharacterInventory characterInventory = gameobject.GetComponent <CharacterInventory> ();

        Debug.Assert(characterInventory != null);
        bool foundSlotForItem = false;

        Component   component = GetComponent(typeof(IObjectData));
        IObjectData objData   = component as IObjectData;

        if (objData.stackable())
        {
            for (int i = 0; i < characterInventory.INVENTORY_SIZE; ++i)
            {
                if (characterInventory.inventory[i] != null)
                {
                    Component   comp       = characterInventory.inventory[i].GetComponent(typeof(IObjectData));
                    IObjectData objectData = comp as IObjectData;

                    // This equality check is hacky. It incorrectly assumes every
                    // object in the game will have a unique name.
                    if (objectData.objectName() == objData.objectName())
                    {
                        objectData.increaseCount(objData.count());
                        foundSlotForItem = true;
                        // We added this item to a stack.
                        Destroy(gameObject);
                        break;
                    }
                }
            }
        }

        if (!foundSlotForItem)
        {
            for (int i = 0; i < characterInventory.INVENTORY_SIZE; ++i)
            {
                if (characterInventory.inventory[i] == null)
                {
                    // Assign the inventory slot to this gameObject (not the one that was passed in).
                    characterInventory.inventory[i] = gameObject;
                    foundSlotForItem = true;
                    break;
                }
            }
        }

        if (foundSlotForItem)
        {
            gameObject.transform.position = gameobject.transform.position;
            QuestTriggerWrapper qt = GetComponent <QuestTriggerWrapper> ();
            if (qt != null)
            {
                GameObject.Find("QuestManager").GetComponent <QuestManager>().ProcessQuestTrigger(qt.questTrigger);
            }
            if (gameObject.activeInHierarchy)
            {
                gameObject.SetActive(false);
            }
        }
        return(foundSlotForItem);
    }
    public void OnDrop(PointerEventData eventData)
    {
        if (DragHandler.itemBeingDragged == null)
        {
            return;
        }

        if (DragHandler.startParent.GetComponent <PlayerInventorySlot> ())
        {
            // This is the easiest case. The Player is swapping items around in the inventory.
            // No need to process a quest trigger or anything like that.
            if (item)
            {
                item.transform.SetParent(DragHandler.startParent);
            }
            DragHandler.itemBeingDragged.transform.SetParent(transform);
            DragHandler.itemBeingDragged = null;
            transform.root.GetComponent <PlayerReferenceContainer> ().Player.GetComponent <UICharacterInventoryFactory> ().RefreshCharacterInventory();
        }
        else if (DragHandler.startParent.GetComponent <EquipmentSlot> ())
        {
            // The Player is trying to drag an item from an equipment slot to an inventory slot.
            // If there is no item in this slot, no big deal. Else they are trying to swap and we
            // need to be a little careful.

            if (item)
            {
                GameObject uiObject           = DragHandler.itemBeingDragged.GetComponent <SlotObjectContainer> ().obj;
                Equipment  equipmentComponent = uiObject.GetComponent <Equipment> ();
                if (equipmentComponent == null ||
                    item.GetComponent <SlotObjectContainer> ().obj.GetComponent <Equipment> () == null ||
                    !equipmentComponent.equipmentType.Equals(item.GetComponent <SlotObjectContainer> ().obj.GetComponent <Equipment> ().equipmentType))
                {
                    DragHandler.itemBeingDragged.transform.SetParent(DragHandler.startParent);
                    return;
                }
                item.transform.SetParent(DragHandler.startParent);
            }
            DragHandler.itemBeingDragged.transform.SetParent(transform);
            DragHandler.itemBeingDragged = null;
            transform.root.GetComponent <PlayerReferenceContainer> ().Player.GetComponent <UICharacterInventoryFactory> ().RefreshCharacterInventory();
        }
        else if (DragHandler.startParent.GetComponent <ContainerSlot>())
        {
            // The Player is trying to move an item from a container to an inventory slot.
            // It may be a swap or it may not be.
            if (item)
            {
                GameObject itemCopy = item;
                itemCopy.transform.SetParent(null);

                DragHandler.itemBeingDragged.transform.SetParent(transform);
                transform.root.GetComponent <PlayerReferenceContainer> ().Player.GetComponent <UICharacterInventoryFactory> ().RefreshCharacterInventory();
                DragHandler.itemBeingDragged.transform.SetParent(null);

                // Create a slot item.
                GameObject  newSlotItem = Instantiate(slotItemInteractingWithContainer, transform, false);
                Component   comp        = DragHandler.itemBeingDragged.GetComponent <SlotObjectContainer>().obj.GetComponent(typeof(IObjectData));
                IObjectData objectData  = comp as IObjectData;

                string uiText;
                if (objectData.count() == 1)
                {
                    uiText = objectData.objectName();
                }
                else
                {
                    uiText = objectData.objectName() + " x" + objectData.count();
                }
                newSlotItem.GetComponent <Text> ().text = uiText;
                newSlotItem.GetComponent <SlotObjectContainer> ().obj = DragHandler.itemBeingDragged.GetComponent <SlotObjectContainer>().obj;

                // Tell the container to create its slot item.
                Destroy(DragHandler.itemBeingDragged);
                DragHandler.startParent.GetComponent <ContainerSlot> ().CreateSlotItemAsChildOfExistingSlot(itemCopy);

                QuestTriggerWrapper questTriggerWrapper = newSlotItem.GetComponent <SlotObjectContainer> ().obj.GetComponent <QuestTriggerWrapper>();
                if (questTriggerWrapper != null)
                {
                    QuestTrigger trigger = questTriggerWrapper.questTrigger;
                    if (trigger != null)
                    {
                        Debug.Log("Process Quest Trigger.");
                        GameObject.Find("QuestManager").GetComponent <QuestManager> ().ProcessQuestTrigger(trigger);
                    }
                }
            }
            else
            {
                // Not a swap.
                GameObject itemCopy = item;
                Destroy(item);
                DragHandler.itemBeingDragged.transform.SetParent(transform);
                transform.root.GetComponent <PlayerReferenceContainer> ().Player.GetComponent <UICharacterInventoryFactory> ().RefreshCharacterInventory();

                // Create a slot item.
                itemCopy = item;
                Destroy(item);

                GameObject  newSlotItem = Instantiate(slotItemInteractingWithContainer, transform, false);
                Component   comp        = itemCopy.GetComponent <SlotObjectContainer>().obj.GetComponent(typeof(IObjectData));
                IObjectData objectData  = comp as IObjectData;

                string uiText;
                if (objectData.count() == 1)
                {
                    uiText = objectData.objectName();
                }
                else
                {
                    uiText = objectData.objectName() + " x" + objectData.count();
                }
                newSlotItem.GetComponent <Text> ().text = uiText;
                newSlotItem.GetComponent <SlotObjectContainer> ().obj = DragHandler.itemBeingDragged.GetComponent <SlotObjectContainer>().obj;

                QuestTriggerWrapper questTriggerWrapper = newSlotItem.GetComponent <SlotObjectContainer> ().obj.GetComponent <QuestTriggerWrapper>();
                if (questTriggerWrapper != null)
                {
                    QuestTrigger trigger = questTriggerWrapper.questTrigger;
                    if (trigger != null)
                    {
                        Debug.Log("Process Quest Trigger.");
                        GameObject.Find("QuestManager").GetComponent <QuestManager> ().ProcessQuestTrigger(trigger);
                    }
                }

                Destroy(DragHandler.startParent.gameObject);
            }
        }
    }
    public void DisplayCharacterInventory(CharacterInventory characterInventory, GameObject slotItemPrefab)
    {
        _slotItemPrefab = slotItemPrefab;

        GameObject RightHand = transform.GetChild(0).gameObject;
        GameObject LeftHand  = transform.GetChild(1).gameObject;
        GameObject Equipment = transform.GetChild(2).gameObject;
        GameObject Inventory = transform.GetChild(3).gameObject;

        Debug.Assert(RightHand != null);
        Debug.Assert(LeftHand != null);
        Debug.Assert(Equipment != null);
        Debug.Assert(Inventory != null);

        GameObject Head  = Equipment.transform.GetChild(0).gameObject;
        GameObject Chest = Equipment.transform.GetChild(1).gameObject;
        GameObject Hands = Equipment.transform.GetChild(2).gameObject;
        GameObject Feet  = Equipment.transform.GetChild(3).gameObject;

        Debug.Assert(Head != null);
        Debug.Assert(Chest != null);
        Debug.Assert(Hands != null);
        Debug.Assert(Feet != null);

        // Destroy all the children so this function can be used to refresh the inventory.
        // Left hand right hand.
        for (int i = 0; i < RightHand.transform.childCount; ++i)
        {
            if (RightHand.transform.GetChild(i).childCount != 0)
            {
                Destroy(RightHand.transform.GetChild(i).GetChild(0).gameObject);
            }
            if (LeftHand.transform.GetChild(i).childCount != 0)
            {
                Destroy(LeftHand.transform.GetChild(i).GetChild(0).gameObject);
            }
        }
        // Head Chest Hands Feet
        if (Head.transform.GetChild(0).transform.childCount != 0)
        {
            Destroy(Head.transform.GetChild(0).transform.GetChild(0).gameObject);
        }
        if (Chest.transform.GetChild(0).transform.childCount != 0)
        {
            Destroy(Chest.transform.GetChild(0).transform.GetChild(0).gameObject);
        }
        if (Hands.transform.GetChild(0).transform.childCount != 0)
        {
            Destroy(Hands.transform.GetChild(0).transform.GetChild(0).gameObject);
        }
        if (Feet.transform.GetChild(0).transform.childCount != 0)
        {
            Destroy(Feet.transform.GetChild(0).transform.GetChild(0).gameObject);
        }
        // Inventory
        for (int i = 0; i < Inventory.transform.childCount; ++i)
        {
            if (Inventory.transform.GetChild(i).childCount != 0)
            {
                Destroy(Inventory.transform.GetChild(i).GetChild(0).gameObject);
            }
        }

        // Populate the UI.
        // Left and Right Hands.
        for (int i = 0; i < characterInventory.leftHand.Length - 1; ++i)
        {
            if (characterInventory.rightHand[i] != null)
            {
                GameObject newSlotItem = Instantiate(_slotItemPrefab, RightHand.transform.GetChild(i), false);
                newSlotItem.GetComponent <SlotObjectContainer> ().obj = characterInventory.rightHand[i];
                Component   objectDataComponent = characterInventory.rightHand[i].GetComponent(typeof(IObjectData));
                IObjectData objectData          = objectDataComponent as IObjectData;
                newSlotItem.GetComponent <Text> ().text = objectData.objectName();
                if (objectData.count() != 1)
                {
                    newSlotItem.GetComponent <Text> ().text += " x" + objectData.count();
                }
            }
            if (characterInventory.leftHand[i] != null)
            {
                GameObject newSlotItem = Instantiate(_slotItemPrefab, LeftHand.transform.GetChild(i), false);
                newSlotItem.GetComponent <SlotObjectContainer> ().obj = characterInventory.leftHand[i];
                Component   objectDataComponent = characterInventory.leftHand[i].GetComponent(typeof(IObjectData));
                IObjectData objectData          = objectDataComponent as IObjectData;
                newSlotItem.GetComponent <Text> ().text = objectData.objectName();
                if (objectData.count() != 1)
                {
                    newSlotItem.GetComponent <Text> ().text += " x" + objectData.count();
                }
            }
        }

        // Head
        if (characterInventory.head != null)
        {
            GameObject newSlotItem = Instantiate(_slotItemPrefab, Head.transform.GetChild(0), false);
            newSlotItem.GetComponent <SlotObjectContainer> ().obj = characterInventory.head;
            Component   objectDataComponent = characterInventory.head.GetComponent(typeof(IObjectData));
            IObjectData objectData          = objectDataComponent as IObjectData;
            newSlotItem.GetComponent <Text> ().text = objectData.objectName();
            if (objectData.count() != 1)
            {
                newSlotItem.GetComponent <Text> ().text += " x" + objectData.count();
            }
        }

        // Chest
        if (characterInventory.chest != null)
        {
            GameObject newSlotItem = Instantiate(_slotItemPrefab, Chest.transform.GetChild(0), false);
            newSlotItem.GetComponent <SlotObjectContainer> ().obj = characterInventory.chest;
            Component   objectDataComponent = characterInventory.chest.GetComponent(typeof(IObjectData));
            IObjectData objectData          = objectDataComponent as IObjectData;
            newSlotItem.GetComponent <Text> ().text = objectData.objectName();
            if (objectData.count() != 1)
            {
                newSlotItem.GetComponent <Text> ().text += " x" + objectData.count();
            }
        }

        // Hands
        if (characterInventory.hands != null)
        {
            GameObject newSlotItem = Instantiate(_slotItemPrefab, Hands.transform.GetChild(0), false);
            newSlotItem.GetComponent <SlotObjectContainer> ().obj = characterInventory.hands;
            Component   objectDataComponent = characterInventory.hands.GetComponent(typeof(IObjectData));
            IObjectData objectData          = objectDataComponent as IObjectData;
            newSlotItem.GetComponent <Text> ().text = objectData.objectName();
            if (objectData.count() != 1)
            {
                newSlotItem.GetComponent <Text> ().text += " x" + objectData.count();
            }
        }

        // Feet
        if (characterInventory.feet != null)
        {
            GameObject newSlotItem = Instantiate(_slotItemPrefab, Feet.transform.GetChild(0), false);
            newSlotItem.GetComponent <SlotObjectContainer> ().obj = characterInventory.feet;
            Component   objectDataComponent = characterInventory.feet.GetComponent(typeof(IObjectData));
            IObjectData objectData          = objectDataComponent as IObjectData;
            newSlotItem.GetComponent <Text> ().text = objectData.objectName();
            if (objectData.count() != 1)
            {
                newSlotItem.GetComponent <Text> ().text += " x" + objectData.count();
            }
        }

        // Inventory
        Debug.Assert(characterInventory.inventory.Count == 5);
        for (int i = 0; i < characterInventory.inventory.Count; ++i)
        {
            if (characterInventory.inventory[i] != null)
            {
                GameObject newSlotItem = Instantiate(_slotItemPrefab, Inventory.transform.GetChild(i), false);
                newSlotItem.GetComponent <SlotObjectContainer> ().obj = characterInventory.inventory[i];
                Component   objectDataComponent = characterInventory.inventory[i].GetComponent(typeof(IObjectData));
                IObjectData objectData          = objectDataComponent as IObjectData;
                newSlotItem.GetComponent <Text> ().text = objectData.objectName();
                if (objectData.count() != 1)
                {
                    newSlotItem.GetComponent <Text> ().text += " x" + objectData.count();
                }
            }
        }
    }