Exemplo n.º 1
0
 public InventoryGroupDetailUI()
 {
     InitializeComponent();
     lOperation       = GlobalVariables.Operation.Add;
     loInventoryGroup = new InventoryGroup();
 }
Exemplo n.º 2
0
        protected virtual void SelectWeaponByMouseWheel()
        {
            if (UInput.GetAxisRaw(INC.MOUSE_WHEEL) == 0 || (switchWeaponAnimation != null || hideWeaponAnimation != null))
            {
                return;
            }

            int sign        = UInput.GetAxisRaw(INC.MOUSE_WHEEL) > 0 ? 1 : -1;
            int weaponIndex = 0;
            int weaponGroup = 0;

            if (currentWeaponKey != KeyCode.None && cacheKeyToID.ContainsKey(currentWeaponKey))
            {
                string currentGroup = cacheKeyToID[currentWeaponKey].GetGroup();
                if (!cacheGroupToSlots.ContainsKey(currentGroup))
                {
                    return;
                }
                List <InventorySlot> slots = cacheGroupToSlots[currentGroup];

                for (int i = 0, length = groups.Count; i < length; i++)
                {
                    InventoryGroup group = groups[i];
                    if (group.GetName() == currentGroup)
                    {
                        weaponGroup = i;
                        slots       = group.GetInventorySlots();
                        break;
                    }
                }

                if (slots != null)
                {
                    int s_length = slots.Count;
                    for (int i = 0; i < s_length; i++)
                    {
                        InventorySlot slot = slots[i];
                        if (slot.GetKey() == currentWeaponKey)
                        {
                            weaponIndex = i;
                        }
                    }
                    if (sign == 1)
                    {
                        if (weaponIndex - 1 >= 0)
                        {
                            KeyCode acivateKey = slots[weaponIndex - 1].GetKey();
                            if (acivateKey != currentWeaponKey)
                            {
                                ActivateWeapon(acivateKey);
                            }
                            return;
                        }
                        else if (weaponIndex - 1 < 0 && groups.Count == 1)
                        {
                            KeyCode acivateKey = slots[slots.Count - 1].GetKey();
                            if (acivateKey != currentWeaponKey)
                            {
                                ActivateWeapon(acivateKey);
                            }
                            return;
                        }
                        else if (weaponIndex - 1 < 0 && weaponGroup - 1 < 0)
                        {
                            List <InventorySlot> _slots = groups[groups.Count - 1].GetInventorySlots();
                            for (int i = 0, length = _slots.Count; i < length; i++)
                            {
                                InventorySlot slot = _slots[i];
                                if (slot.GetWeapon() != null)
                                {
                                    ActivateWeapon(slot.GetKey());
                                    return;
                                }
                            }
                        }
                        else if (weaponIndex - 1 < 0 && weaponGroup - 1 >= 0)
                        {
                            List <InventorySlot> _slots = groups[weaponGroup - 1].GetInventorySlots();
                            for (int i = 0, length = _slots.Count; i < length; i++)
                            {
                                InventorySlot slot = _slots[i];
                                if (slot.GetWeapon() != null)
                                {
                                    ActivateWeapon(slot.GetKey());
                                    return;
                                }
                            }
                        }
                    }
                    else if (sign == -1)
                    {
                        if (weaponIndex + 1 <= slots.Count - 1)
                        {
                            KeyCode acivateKey = slots[weaponIndex + 1].GetKey();
                            if (acivateKey != currentWeaponKey)
                            {
                                ActivateWeapon(acivateKey);
                            }
                            return;
                        }
                        else if (weaponIndex + 1 > (slots.Count - 1) && groups.Count == 1)
                        {
                            KeyCode acivateKey = slots[0].GetKey();
                            if (acivateKey != currentWeaponKey)
                            {
                                ActivateWeapon(acivateKey);
                            }
                            return;
                        }
                        else if (weaponIndex + 1 > (slots.Count - 1) && weaponGroup + 1 < (groups.Count - 1))
                        {
                            List <InventorySlot> _slots = groups[0].GetInventorySlots();
                            for (int i = 0, length = _slots.Count; i < length; i++)
                            {
                                InventorySlot slot = _slots[i];
                                if (slot.GetWeapon() != null)
                                {
                                    ActivateWeapon(slot.GetKey());
                                    return;
                                }
                            }
                        }
                        else if (weaponIndex + 1 > (slots.Count - 1) && weaponGroup + 1 <= (groups.Count - 1))
                        {
                            List <InventorySlot> _slots = groups[weaponGroup + 1].GetInventorySlots();
                            for (int i = 0, length = _slots.Count; i < length; i++)
                            {
                                InventorySlot slot = _slots[i];
                                if (slot.GetWeapon() != null)
                                {
                                    ActivateWeapon(slot.GetKey());
                                    return;
                                }
                            }
                        }
                    }
                }
            }
            else if (currentWeaponKey == KeyCode.None)
            {
                List <InventorySlot> _slots = groups[0].GetInventorySlots();
                for (int i = 0, _s_length = _slots.Count; i < _s_length; i++)
                {
                    InventorySlot _slot = _slots[i];
                    if (_slot.GetWeapon() != null)
                    {
                        ActivateWeapon(_slot.GetKey());
                        break;
                    }
                }
            }
        }
Exemplo n.º 3
0
    public void AddItem(InventoryGroup group)
    {
        Debug.Log(GameManagerScript.inventory[0].InventoryItem);
        inventoryGroup  = group;
        amountText.text = group.Amount.ToString();
        itemName.text   = group.InventoryItem.ToString().Replace('_', ' ');
        bool isDepleted = false;

        if (group.Amount <= 0)
        {
            isDepleted = true;
        }

        foreach (Transform child in transform)
        {
            if (child.name == "ItemButton")
            {
                foreach (Transform grandChild in child)
                {
                    if (grandChild.name == "Icon")
                    {
                        if (isDepleted)
                        {
                            grandChild.GetComponentInChildren <Image>().sprite  = group.icon;
                            grandChild.GetComponentInChildren <Image>().enabled = false;
                        }
                        else
                        {
                            grandChild.GetComponentInChildren <Image>().sprite  = group.icon;
                            grandChild.GetComponentInChildren <Image>().enabled = true;
                        }
                    }
                }
            }
            else if (child.name == "ItemName")
            {
                if (isDepleted)
                {
                    child.GetComponent <Text>().text = "";
                }
            }
            else if (child.name == "AmountText")
            {
                if (isDepleted)
                {
                    child.GetComponent <Text>().text = "";
                }
            }
        }

        // switch (item)
        // {
        //     Thirst_Berry:
        //         icon = sprite.none;
        //         break;
        //     default:
        //         icon = sprite.none;
        //         break;
        // }
        // icon.sprite = item.icon;
        // icon.enabled = true;
    }
        public CustomerInventoryGroup GetCustomerInventoryGroupByKeyAndInventoryGroup(long key, InventoryGroup inventoryGroup)
        {
            var result = (from customer in CustomersInventoryGroup()
                          where
                          customer.CustomerNumber == key && customer.InventoryGroupId == inventoryGroup.InventoryGroupId
                          select customer).FirstOrDefault();

            return(result ?? new CustomerInventoryGroup());
        }
Exemplo n.º 5
0
 public string updateInventoryGroup([FromBody] InventoryGroup pInventoryGroup)
 {
     return(loInventoryGroup.updateInventoryGroup(pInventoryGroup));
 }
Exemplo n.º 6
0
 public string insertInventoryGroup([FromBody] InventoryGroup pInventoryGroup)
 {
     return(loInventoryGroup.insertInventoryGroup(pInventoryGroup));
 }
 public static InventoryGroup CreateInventoryGroup(int inventoryGroupID)
 {
     InventoryGroup inventoryGroup = new InventoryGroup();
     inventoryGroup.InventoryGroupID = inventoryGroupID;
     return inventoryGroup;
 }
 public void AddToInventoryGroup(InventoryGroup inventoryGroup)
 {
     base.AddObject("InventoryGroup", inventoryGroup);
 }