Exemplo n.º 1
0
        /// <summary>
        /// Equip type to string convertion.
        /// </summary>
        /// <returns>The string.</returns>
        public static string EquipTypeToString(UIEquipmentType type)
        {
            string str = "Undefined";

            switch (type)
            {
            case UIEquipmentType.Head:                              str = "Head";           break;

            case UIEquipmentType.Necklace:                  str = "Necklace";       break;

            case UIEquipmentType.Shoulders:                 str = "Shoulders";      break;

            case UIEquipmentType.Chest:                     str = "Chest";          break;

            case UIEquipmentType.Bracers:                   str = "Bracers";        break;

            case UIEquipmentType.Gloves:                    str = "Gloves";         break;

            case UIEquipmentType.Belt:                              str = "Belt";           break;

            case UIEquipmentType.Pants:                     str = "Pants";          break;

            case UIEquipmentType.Boots:                     str = "Boots";          break;

            case UIEquipmentType.Trinket:                   str = "Trinket";        break;

            case UIEquipmentType.Weapon_MainHand:   str = "Main Hand";      break;

            case UIEquipmentType.Weapon_OffHand:    str = "Off Hand";       break;
            }

            return(str);
        }
		/// <summary>
		/// Gets a slot within it's children by the specified type.
		/// </summary>
		/// <returns>The slot by type.</returns>
		/// <param name="type">Type.</param>
		public UIEquipSlot GetSlotByType(UIEquipmentType type)
		{
			UIEquipSlot[] slots = this.m_SlotsContainer.GetComponentsInChildren<UIEquipSlot>();
			
			// Find a suitable slot for the given type
			foreach (UIEquipSlot slot in slots)
			{
				if (slot.enabled && slot.gameObject.activeSelf && slot.equipType == type)
					return slot;
			}
			
			return null;
		}
Exemplo n.º 3
0
        /// <summary>
        /// Gets a slot within it's children by the specified type.
        /// </summary>
        /// <returns>The slot by type.</returns>
        /// <param name="type">Type.</param>
        public UIEquipSlot GetSlotByType(UIEquipmentType type)
        {
            UIEquipSlot[] slots = this.m_SlotsContainer.GetComponentsInChildren <UIEquipSlot>();

            // Find a suitable slot for the given type
            foreach (UIEquipSlot slot in slots)
            {
                if (slot.enabled && slot.gameObject.activeSelf && slot.equipType == type)
                {
                    return(slot);
                }
            }

            return(null);
        }
Exemplo n.º 4
0
    public RnMUI_EquipSlot GetSlotByType(UIEquipmentType type)
    {
        RnMUI_EquipSlot[] slots = this.GetComponentsInChildren <RnMUI_EquipSlot>();

        // Find a suitable slot for the given type
        foreach (RnMUI_EquipSlot slot in slots)
        {
            if (slot.equipType == type)
            {
                return(slot);
            }
        }

        return(null);
    }
Exemplo n.º 5
0
        /// <summary>
        /// Gets the first equip slot found with the specified Equipment Type.
        /// </summary>
        /// <returns>The slot.</returns>
        /// <param name="type">The slot Equipment Type.</param>
        public static UIEquipSlot GetSlotWithType(UIEquipmentType type)
        {
            UIEquipSlot[] sl = Resources.FindObjectsOfTypeAll <UIEquipSlot>();

            foreach (UIEquipSlot s in sl)
            {
                // Check if the slow is active in the hierarchy
                if (s.gameObject.activeInHierarchy && s.equipType == type)
                {
                    return(s);
                }
            }

            // Default
            return(null);
        }
Exemplo n.º 6
0
        /*
         * Creator: Yunzheng Zhou
         * Gets all the equip slots with the specified Equipment Type.
         * Parameter: type - UIEquipmentType
         * Return: a list of slot variables
         */
        public static List <UIEquipSlot> GetSlotsWithType(UIEquipmentType type)
        {
            List <UIEquipSlot> slots = new List <UIEquipSlot>();

            UIEquipSlot[] sl = Resources.FindObjectsOfTypeAll <UIEquipSlot>();

            foreach (UIEquipSlot s in sl)
            {
                // Check if the slow is active in the hierarchy
                if (s.gameObject.activeInHierarchy && s.equipType == type)
                {
                    slots.Add(s);
                }
            }
            return(slots);
        }
Exemplo n.º 7
0
    public override void OnInspectorGUI()
    {
        EditorGUIUtility.labelWidth = 120f;
        EditorGUILayout.Space();

        RnMUI_EquipSlot slot = target as RnMUI_EquipSlot;

        UIEquipmentType eType = (UIEquipmentType)EditorGUILayout.EnumPopup("Equip Type", slot.equipType);

        if (eType != slot.equipType)
        {
            slot.equipType = eType;
        }

        DrawTargetSprite();
        //DrawDragAndDrop();
        DrawBehaviour();
    }
Exemplo n.º 8
0
        public UIItemInfo(string _itemId, string _name, string _iconName, int _equipType, string _itemType, int _damage, int _armor, int _vitality, int _strength, int _dexterity, int _intellect, int _spirit, int _crit)
        {
            //id = counter;
            itemId = _itemId;
            displayName = _name;
            icon = Resources.Load<Sprite>("ItemIcons/" + _iconName);
            equipType = (UIEquipmentType)_equipType;
            itemType = _itemType;
            itemClass = "Item";
            damage = _damage;
            armor = _armor;
            vitality = _vitality;
            strength = _strength;
            dexterity = _dexterity;
            intellect = _intellect;
            spirit = _spirit;
            crit = _crit;

            //counter++;
        }