public void SetValues(string name, bool isEquiped, EquippedInSlot equippedInSlot, int sellValue, string description, Stats stats, string modelName) { this.Name = name; this.IsEquipped = isEquiped; this.EquippedInSlot = equippedInSlot; this.SellValue = sellValue; this.Description = description; this.Stats = stats; this.ModelName = modelName; }
private void PopulateDrop(TypeDrop actualDrop) { switch (actualDrop) { case TypeDrop.Gold: { StatsManager.Instance.AddGold(CostDrop()); break; } case TypeDrop.Weapon: { InfoWeapon iw = new InfoWeapon(); iw.SetValues("Weapon", (float)RarityStats(), false, WeaponType.SimpleSword, WeaponEffect(), actualRarityDrop, 1f, CostDrop(), "/Weapons/" + IconNameWeapon()); if (InventoryManager.Instance.AvailableWeaponSpace > 0) { InventoryManager.Instance.AddToInventory(iw); } else { StatsManager.Instance.AddGold(iw.SellValue); } break; } case TypeDrop.Armor: { InfoArmor ia = new InfoArmor(); EquippedInSlot slot = SlotArmor(); Stats stats = ArmorStats(); ia.SetValues("Armadura", false, slot, CostDrop(), "Some description randomly to be implemented", stats, "/Armors/" + slot.ToString() + "/" + IconNameArmor(slot)); if (InventoryManager.Instance.AvailableArmorSpace > 0) { InventoryManager.Instance.AddToInventory(ia); } else { StatsManager.Instance.AddGold(ia.SellValue); } break; } case TypeDrop.Item: { InfoItem ii = new InfoItem(); ii.SetValues("Item", TypeItem.Other, "Some description randomly generated", ConsumeEffect.None, CostDrop(), 1, "/Items/" + IconNameItem()); if (InventoryManager.Instance.AvailableItemSpace > 0) { InventoryManager.Instance.AddToInventory(ii); } else { StatsManager.Instance.AddGold(ii.SellValue); } break; } } }
public void ResetValues() { this._imagePath = ""; this._index = -1; this._indexSlot = -1; this._inventorySlotType = InventorySlotType.None; this._equippedInSlot = EquippedInSlot.None; }
public void AddToInventory(InventorySlotType slotType, EquippedInSlot inSlot, string imagePath, int index) { InventorySlotInfo newSlot = _slotsInventoryInfo[_itemsInInventory]; _itemsInInventory++; newSlot.SetValue(imagePath, slotType, inSlot, index, _itemsInInventory); _infoItemsInInventory.Add(newSlot); if (newSlot.InventorySlotType == _inventorySlotShow || _inventorySlotShow == InventorySlotType.All) { UpdateUISlots(); } }
public void SetValue(string image, InventorySlotType inventorySlotType, EquippedInSlot inSlot, int index, int indexSlot) { if (_itemImage == null) { _itemImage = this.gameObject.GetComponent <Image>(); } this._imagePath = image; this._inventorySlotType = inventorySlotType; this._index = index; this._indexSlot = indexSlot; this._equippedInSlot = inSlot; UpdateSprite(); }
private string IconNameArmor(EquippedInSlot slot) { return(Random.Range(0, 3).ToString()); }