public void OnDrop(PointerEventData eventData) { ItemData2 droppedItem = eventData.pointerDrag.GetComponent <ItemData2>(); if (inv.items [id].ID == -1) { inv.items [droppedItem.slot_number] = new Item(); inv.items [id] = droppedItem.item; droppedItem.slot_number = id; } else if (droppedItem.slot_number != id) { Transform item = this.transform.GetChild(0); item.GetComponent <ItemData2> ().slot_number = droppedItem.slot_number; item.transform.SetParent(inv.slots [droppedItem.slot_number].transform); item.transform.position = inv.slots [droppedItem.slot_number].transform.position; droppedItem.slot_number = id; droppedItem.transform.SetParent(this.transform); droppedItem.transform.position = this.transform.position; inv.items [droppedItem.slot_number] = item.GetComponent <ItemData2> ().item; inv.items [id] = droppedItem.item; } }
/** * 打开收集系统初始数据请求返回 * @param itemData1 抽奖券 * @param itemData2 碎片数量 */ public void GC_COLLECT_INIT(InputMessage data) { int i, size; ArrayList itemData1 = new ArrayList(); size = data.GetShort(); for (i = 0; i < size; i++) { ItemData1 itemData1_Datas = new ItemData1(); itemData1_Datas.cardType = data.GetInt(); //1 铜 2 银 3 金 itemData1_Datas.num = data.GetInt(); //数量 itemData1.Add(itemData1_Datas); } ArrayList itemData2 = new ArrayList(); size = data.GetShort(); for (i = 0; i < size; i++) { ItemData2 itemData2_Datas = new ItemData2(); itemData2_Datas.Itemid = data.GetInt(); //碎片物品ID itemData2_Datas.num = data.GetInt(); //数量 itemData2.Add(itemData2_Datas); } CollectHandler.Instance().GC_COLLECT_INIT(itemData1, itemData2); }
static void SaveData() { ItemData2 item = new ItemData2(); item.id = 4; item.name = "dfg"; item.isStackable = true; ItemData item0 = new ItemData(); item0.id = item.id; item0.isStackable = item.isStackable; item0.name = item.name; Quest quest = new Quest(); quest.id = 0; quest.name = "45fgh"; ClassSave Save1 = new ClassSave(); Save1.ListItem = new List <ItemData>(); Save1.ListItem.Add(item0); Save1.ListQuest = new List <Quest>(); Save1.ListQuest.Add(quest); Save1.ListInt = new List <int>(); Save1.ListInt.Add(4); Save1.ListInt.Add(2); Save1.ListInt.Add(5); Save1.ListInt.Add(6); Save1.id = 0; Save1.bool1 = true; Save1.stroka = "Привет. Как дела?"; if (!Directory.Exists(Directory.GetCurrentDirectory() + "/saves")) { Directory.CreateDirectory(Directory.GetCurrentDirectory() + "/saves"); } FileStream fs = new FileStream(Directory.GetCurrentDirectory() + "/saves/save1.art", FileMode.Create); BinaryFormatter bformatter = new BinaryFormatter(); bformatter.Serialize(fs, Save1); fs.Close(); }
public void Update_subscript(int slot_location, ref List <Item> item, ref List <GameObject> slots, ref int number) { ItemData2 data = slots [slot_location].transform.GetChild(0).GetComponent <ItemData2> (); if (data.amount > 2) { number--; data.transform.GetChild(0).GetComponent <Text> ().text = data.amount.ToString(); } else if (data.amount > 1) { number--; data.transform.GetChild(0).GetComponent <Text> ().text = ""; } else { item [slot_location] = new Item(); Destroy(slots [slot_location].transform.GetChild(0).transform.GetChild(0)); Destroy(slots [slot_location].transform.GetChild(0)); Debug.Log(slot_location); } }
public void AddItem(int id) { Item Pending_Item = database.FetchItemByID(id); if (Pending_Item.Stackable == true && Inventory_check(Pending_Item) == true) { for (int i = 0; i < items.Count; i++) { if (items [i].ID == id) { ItemData2 data = slots [i].transform.GetChild(0).GetComponent <ItemData2> (); data.amount++; data.transform.GetChild(0).GetComponent <Text> ().text = data.amount.ToString(); break; } } } if (Pending_Item.Stackable == false || Inventory_check(Pending_Item) == false) { for (int i = 0; i < items.Count; i++) { if (items [i].ID == -1) { items [i] = Pending_Item; GameObject itemObj = Instantiate(InventoryItem); itemObj.GetComponent <ItemData2> ().item = Pending_Item; itemObj.GetComponent <ItemData2> ().amount = 1; itemObj.GetComponent <ItemData2> ().slot_number = i; itemObj.transform.SetParent(slots [i].transform); itemObj.GetComponent <Image> ().sprite = Pending_Item.Icon; itemObj.transform.position = (slots[i].transform.position); itemObj.name = Pending_Item.Title; break; } } } }