private void OnInventorySlotChange(ClothSlots slot, ObjectInstance @object) { switch (slot) { case ClothSlots.Head: InitialiseObjectImage(slot, _head, @object); break; case ClothSlots.Neck: InitialiseObjectImage(slot, _neck, @object); break; case ClothSlots.Backpack: InitialiseObjectImage(slot, _backpack, @object); break; case ClothSlots.Torso: InitialiseObjectImage(slot, _torso, @object); break; case ClothSlots.RightHand: InitialiseObjectImage(slot, _rightHand, @object); break; case ClothSlots.LeftHand: InitialiseObjectImage(slot, _leftHand, @object); break; case ClothSlots.Legs: InitialiseObjectImage(slot, _legs, @object); break; case ClothSlots.Feet: InitialiseObjectImage(slot, _feet, @object); break; case ClothSlots.Finger: InitialiseObjectImage(slot, _finger, @object); break; case ClothSlots.Hip: InitialiseObjectImage(slot, _hip, @object); break; } }
public void OnInventorySlotChange(ClothSlots slot, ObjectInstance obj) { switch (slot) { case ClothSlots.Head: InitialiseObjectImage(slot, m_HeadImageComponent, m_HeadDefaultTexture, obj); break; case ClothSlots.Neck: InitialiseObjectImage(slot, m_NeckImageComponent, m_NeckDefaultTexture, obj); break; case ClothSlots.Backpack: InitialiseObjectImage(slot, m_BackpackImageComponent, m_BackpackDefaultTexture, obj); break; case ClothSlots.Torso: InitialiseObjectImage(slot, m_TorsoImageComponent, m_TorsoDefaultTexture, obj); break; case ClothSlots.RightHand: InitialiseObjectImage(slot, m_RightHandImageComponent, m_RightHandDefaultTexture, obj); break; case ClothSlots.LeftHand: InitialiseObjectImage(slot, m_LeftHandImageComponent, m_LeftHandDefaultTexture, obj); break; case ClothSlots.Legs: InitialiseObjectImage(slot, m_LegsImageComponent, m_LegsDefaultTexture, obj); break; case ClothSlots.Feet: InitialiseObjectImage(slot, m_FeetImageComponent, m_FeetDefaultTexture, obj); break; case ClothSlots.Finger: InitialiseObjectImage(slot, m_FingerImageComponent, m_FingerDefaultTexture, obj); break; case ClothSlots.Hip: InitialiseObjectImage(slot, m_HipImageComponent, m_HipDefaultTexture, obj); break; } }
//** AddClothSlot ** //Insert a new slot public void AddClothSlot(int idCloth, int idSlot) { ClothSlots toAdd = new ClothSlots(); toAdd.ClothID = idCloth; toAdd.ClothSlot = idSlot; clothSlotsList.Add(toAdd); }
public ObjectInstance GetObject(ClothSlots slot) { if (slot < ClothSlots.First || slot > ClothSlots.Last) { throw new System.IndexOutOfRangeException("BodyContainerView.getObject: Index out of range: " + slot); } return(Objects[slot - ClothSlots.First]); }
public void SetObject(ClothSlots slot, ObjectInstance obj) { if (slot < ClothSlots.First || slot > ClothSlots.Last) { throw new System.IndexOutOfRangeException("BodyContainerView.getObject: Index out of range: " + slot); } Objects[slot - ClothSlots.First] = obj; onSlotChange.Invoke(slot, obj); }
private void InitialiseObjectImage(ClothSlots slot, RawImage imageComponent, Texture2D defaultTexture, ObjectInstance obj) { if (slot > ClothSlots.Hip) { return; } if (!!obj) { imageComponent.texture = m_SlotsRenderTexture; float w = 32f / m_SlotsRenderTexture.width; imageComponent.uvRect = new Rect(w * ((int)slot - 1), 0, w, 1); } else { imageComponent.texture = defaultTexture; imageComponent.uvRect = new Rect(0, 0, 1, 1); } }
internal bool IsEquipped(uint objectID) { var appearanceStorage = OpenTibiaUnity.AppearanceStorage; var appearanceType = appearanceStorage.GetObjectType(objectID); if (!!appearanceType && appearanceType.IsCloth) { ClothSlots clothSlot = (ClothSlots)appearanceType.Cloth; if (clothSlot == ClothSlots.BothHands) { clothSlot = ClothSlots.LeftHand; } var @object = Objects[clothSlot - ClothSlots.First]; if (!!@object) { return(true); } } return(false); }
private void InitialiseObjectImage(ClothSlots slot, UI.Legacy.ItemPanel itemView, ObjectInstance @object) { if (slot > ClothSlots.Hip) { return; } itemView.objectInstance = @object; if (!!@object) { itemView.objectAmount = (int)@object.Data; itemView.showAmount = itemView.objectAmount > 1; itemView.image.texture = _renderTexture; float w = (float)Constants.FieldSize / _renderTexture.width; itemView.image.uvRect = new Rect(w * ((int)slot - 1), 0, w, 1); } else { float singleWidth = 1f / (ClothSlots.Hip - ClothSlots.Head + 1); itemView.image.texture = _defaultsTexture; itemView.image.uvRect = new Rect(singleWidth * (slot - ClothSlots.Head), 0, singleWidth, 1); } }
private void OnItemPointerExit(ClothSlots _) { _slotUnderMouse = -1; }
private void OnItemPointerEnter(ClothSlots slot) { _slotUnderMouse = (int)slot; }