Пример #1
0
    public override void useTool()
    {
        // Set the plant prefab to be the base one
        PlantPrefab = bPrefab;
        Dictioary   = GameObject.FindGameObjectWithTag("TileMapManager").GetComponent <TileDictionaryClass>();
        //TODO - when we add more grids and tilemaps, this will break
        // Convert mouse to world point
        pos = Camera.main.ScreenToWorldPoint(Input.mousePosition);
        Vector3Int posInt = grid.LocalToCell(pos);

        // Check that point doesn't have a plant and contains the key
        if (Dictioary.TileMapData.ElementAt(0).Value.ContainsKey(posInt) && !Dictioary.TileMapData.ElementAt(0).Value[posInt].HasPlant())
        {
            /*Subtract one as we only use 1 seed at a time, if it drops below 0 then remove the item*/
            this.SubstractAmount(1);
            HotBarClass HotBar = GameObject.FindGameObjectWithTag("InventoryManager").GetComponent <HotBarClass>();
            if (this.GetAmount() <= 0)
            {
                HotBar.RemoveItem(this.GetName());
            }
            /********************************************************************************************/
            ID = posInt;

            /*Get the audio the play it*/
            AudioSource Audio = gameObject.GetComponentInParent <AudioSource>();
            Audio.clip = GetSoundEffect();
            Audio.Play();
            /***************************/

            Debug.Log("Seed Planted");
            ToolUsed = true;
            /*Create a clone and instantiate it*/
            GameObject Clone;
            Clone = Instantiate(PlantPrefab, new Vector3(posInt.x + 0.5f, posInt.y + 0.5f, posInt.z), Quaternion.identity);
            /*****************************/
            /* Set up the plant for the clone on that spot in the database */
            PlantAbstractClass TempPlant = Clone.GetComponent <PlantAbstractClass>();
            TempPlant.ID  = ID;
            TempPlant.pos = pos;
            TempPlant.AddAmount(1);
            Dictioary.TileMapData.ElementAt(0).Value[posInt].SetPlant(TempPlant);
            Dictioary.TileMapData.ElementAt(0).Value[posInt].Clone = Clone;
            if (Dictioary.TileMapData.ElementAt(0).Value[posInt].IsWatered())
            {
                TempPlant.mWatered = true;
            }
            else
            {
                TempPlant.mWatered = false;
            }
            HotBar.UpdateUI();

            /*******************************************************************/
        }
        else
        {
            Debug.Log(tileMap.GetTile(posInt).name);
            Debug.Log("Plot already has a plant placed there");
        }
    }
Пример #2
0
    // So this function is made up of different cases of if its a different inventory class so one for hotbar, inventory and sellchest. only gonna comment one of them as
    // you can check what happens in the one part when looking for references

    // transform.parent.GetSiblingIndex(): This line will get the index we are swapping too
    // eventData.pointerDrag.GetComponent<ItemDrag>().transform.parent.GetSiblingIndex(): This line will get the item we are dragging

    void IDropHandler.OnDrop(PointerEventData eventData)
    {
        cInventory = GameObject.FindGameObjectWithTag("InventoryManager").GetComponent <InventoryAbstractClass>();
        cHotBar    = GameObject.FindGameObjectWithTag("InventoryManager").GetComponent <HotBarClass>();
        cChest     = GameObject.FindGameObjectWithTag("InventoryManager").GetComponent <SellChestClass>();

        // This checks what the parent name of the slot we are transfer the item to
        if (transform.parent.parent.name == "SellChestUI")
        {
            ItemBase DropedItem = new ItemBase();
            // This line will check that the item we are dragging is part of the inventory ui
            if (eventData.pointerDrag.GetComponent <ItemDrag>().transform.parent.parent.name == "InventoryUI")
            {
                // If both of the markers are false then we are swapping nothing so just return false;
                if (cChest.Markers[transform.parent.GetSiblingIndex()] == false && cInventory.Markers[eventData.pointerDrag.GetComponent <ItemDrag>().transform.parent.GetSiblingIndex()] == false)
                {
                    return;
                }
                // This will set the dropped item to be the item we are dragging
                DropedItem = cInventory.ItemList[eventData.pointerDrag.GetComponent <ItemDrag>().transform.parent.GetSiblingIndex()];
                // If both markers are true then we want to preform a swap
                if (cChest.Markers[transform.parent.GetSiblingIndex()] && cInventory.Markers[eventData.pointerDrag.GetComponent <ItemDrag>().transform.parent.GetSiblingIndex()])
                {
                    // Save a temp item which is the slot we are swapping with
                    ItemBase TempItem = cChest.ItemList[transform.parent.GetSiblingIndex()];
                    // Make the slot where we swap at to be the dropped item
                    cChest.ItemList[transform.parent.GetSiblingIndex()] = DropedItem;
                    cChest.Markers[transform.parent.GetSiblingIndex()]  = true;
                    // Set the slot that we got the item from to be the temp item
                    cInventory.ItemList[eventData.pointerDrag.GetComponent <ItemDrag>().transform.parent.GetSiblingIndex()] = TempItem;
                    // Update the UIs
                    cChest.UpdateUI();
                    cInventory.UpdateUI();
                }
                // if we are doing an empty swap then we just want to check if there is an item in the chest to be spawned with
                else if (cChest.Markers[transform.parent.GetSiblingIndex()])
                {
                    // Save the item that we want to swap
                    ItemBase TempItem = cChest.ItemList[transform.parent.GetSiblingIndex()];
                    // Set the slot in the chest to null and reset the markers
                    cChest.ItemList[transform.parent.GetSiblingIndex()] = null;
                    cChest.Markers[transform.parent.GetSiblingIndex()]  = false;
                    // Set up the item to be in the swapped empty slot
                    cInventory.Markers[eventData.pointerDrag.GetComponent <ItemDrag>().transform.parent.GetSiblingIndex()]  = true;
                    cInventory.ItemList[eventData.pointerDrag.GetComponent <ItemDrag>().transform.parent.GetSiblingIndex()] = TempItem;
                    // Update the UIs
                    cChest.UpdateUI();
                    cInventory.UpdateUI();
                }
                // this is the oppersite of the above if statement, swaps the dragged item with the empty slot in the chest
                else
                {
                    ItemBase TempItem = cInventory.ItemList[eventData.pointerDrag.GetComponent <ItemDrag>().transform.parent.GetSiblingIndex()];
                    cInventory.ItemList[eventData.pointerDrag.GetComponent <ItemDrag>().transform.parent.GetSiblingIndex()] = null;
                    cInventory.Markers[eventData.pointerDrag.GetComponent <ItemDrag>().transform.parent.GetSiblingIndex()]  = false;
                    cChest.Markers[transform.parent.GetSiblingIndex()]  = true;
                    cChest.ItemList[transform.parent.GetSiblingIndex()] = TempItem;
                    cChest.UpdateUI();
                    cInventory.UpdateUI();
                }
            }
            // this else statement is if we are swapping a dragged item with a slot in the current inventory so SellChest to SellChest
            else if (eventData.pointerDrag.GetComponent <ItemDrag>().transform.parent.parent.name == "SellChestUI")
            {
                //if the dragged item is dropped in the place wehere we dragged the item from then return
                if (eventData.pointerDrag.transform.parent.name == gameObject.name)
                {
                    return;
                }
                // if we are dragging an empty item to an empty slot then return false
                if (cChest.Markers[transform.parent.GetSiblingIndex()] == false && cChest.Markers[eventData.pointerDrag.GetComponent <ItemDrag>().transform.parent.GetSiblingIndex()] == false)
                {
                    return;
                }
                Debug.Log("Index: " + eventData.pointerDrag.GetComponent <ItemDrag>().transform.parent.GetSiblingIndex());
                // Assigned the droped item to be the dragged item
                DropedItem = cChest.ItemList[eventData.pointerDrag.GetComponent <ItemDrag>().transform.parent.GetSiblingIndex()];
                // if the marker for where we are dropping it is false
                if (cChest.Markers[transform.parent.GetSiblingIndex()] == false)
                {
                    // Assigned the droped item to the empty slot and set the dropped item slot to empty
                    cChest.ItemList[transform.parent.GetSiblingIndex()] = DropedItem;
                    cChest.Markers[transform.parent.GetSiblingIndex()]  = true;
                    cChest.Markers[eventData.pointerDrag.GetComponent <ItemDrag>().transform.parent.GetSiblingIndex()]  = false;
                    cChest.ItemList[eventData.pointerDrag.GetComponent <ItemDrag>().transform.parent.GetSiblingIndex()] = null;
                    cChest.UpdateUI();
                }
                // if we are swapping an empty with a non-empty slot
                else if (cChest.Markers[eventData.pointerDrag.GetComponent <ItemDrag>().transform.parent.GetSiblingIndex()] == false)
                {
                    // Save the item and set that slot to empty
                    ItemBase TempItem = cChest.ItemList[transform.parent.GetSiblingIndex()];
                    cChest.ItemList[transform.parent.GetSiblingIndex()] = null;
                    cChest.Markers[transform.parent.GetSiblingIndex()]  = false;
                    // place the saved item on the empty slot we are swapping with
                    cChest.ItemList[eventData.pointerDrag.GetComponent <ItemDrag>().transform.parent.GetSiblingIndex()] = TempItem;
                    cChest.Markers[eventData.pointerDrag.GetComponent <ItemDrag>().transform.parent.GetSiblingIndex()]  = true;
                    cChest.UpdateUI();
                }
                // If we are actually swapping two item that are not empty have something on them
                else
                {
                    // Save the swapped item, and swap the items around
                    ItemBase TempItem = cChest.ItemList[transform.parent.GetSiblingIndex()];
                    cChest.ItemList[transform.parent.GetSiblingIndex()] = DropedItem;
                    cChest.ItemList[eventData.pointerDrag.GetComponent <ItemDrag>().transform.parent.GetSiblingIndex()] = TempItem;
                    cChest.UpdateUI();
                }
            }
        }
        else if (transform.parent.parent.name == "InventoryUI")
        {
            ItemBase DropedItem = new ItemBase();
            if (eventData.pointerDrag.GetComponent <ItemDrag>().transform.parent.parent.name == "HotbarUI")
            {
                if (cInventory.Markers[transform.parent.GetSiblingIndex()] == false && cHotBar.Markers[eventData.pointerDrag.GetComponent <ItemDrag>().transform.parent.GetSiblingIndex()] == false)
                {
                    return;
                }

                DropedItem = cHotBar.ItemList[eventData.pointerDrag.GetComponent <ItemDrag>().transform.parent.GetSiblingIndex()];
                if (cInventory.Markers[transform.parent.GetSiblingIndex()] && cHotBar.Markers[eventData.pointerDrag.GetComponent <ItemDrag>().transform.parent.GetSiblingIndex()])
                {
                    ItemBase TempItem = cInventory.ItemList[transform.parent.GetSiblingIndex()];
                    cInventory.ItemList[transform.parent.GetSiblingIndex()] = DropedItem;
                    cInventory.Markers[transform.parent.GetSiblingIndex()]  = true;
                    cHotBar.ItemList[eventData.pointerDrag.GetComponent <ItemDrag>().transform.parent.GetSiblingIndex()] = TempItem;
                    cInventory.UpdateUI();
                    cHotBar.UpdateUI();
                }
                else if (cInventory.Markers[transform.parent.GetSiblingIndex()])
                {
                    ItemBase TempItem = cInventory.ItemList[transform.parent.GetSiblingIndex()];
                    cInventory.ItemList[transform.parent.GetSiblingIndex()] = null;
                    cInventory.Markers[transform.parent.GetSiblingIndex()]  = false;
                    cHotBar.Markers[eventData.pointerDrag.GetComponent <ItemDrag>().transform.parent.GetSiblingIndex()]  = true;
                    cHotBar.ItemList[eventData.pointerDrag.GetComponent <ItemDrag>().transform.parent.GetSiblingIndex()] = TempItem;
                    cInventory.UpdateUI();
                    cHotBar.UpdateUI();
                }
                else
                {
                    ItemBase TempItem = cHotBar.ItemList[eventData.pointerDrag.GetComponent <ItemDrag>().transform.parent.GetSiblingIndex()];
                    cHotBar.ItemList[eventData.pointerDrag.GetComponent <ItemDrag>().transform.parent.GetSiblingIndex()] = null;
                    cHotBar.Markers[eventData.pointerDrag.GetComponent <ItemDrag>().transform.parent.GetSiblingIndex()]  = false;
                    cInventory.Markers[transform.parent.GetSiblingIndex()]  = true;
                    cInventory.ItemList[transform.parent.GetSiblingIndex()] = TempItem;
                    cInventory.UpdateUI();
                    cHotBar.UpdateUI();
                }
            }
            else if (eventData.pointerDrag.GetComponent <ItemDrag>().transform.parent.parent.name == "SellChestUI")
            {
                if (cInventory.Markers[transform.parent.GetSiblingIndex()] == false && cChest.Markers[eventData.pointerDrag.GetComponent <ItemDrag>().transform.parent.GetSiblingIndex()] == false)
                {
                    return;
                }

                DropedItem = cChest.ItemList[eventData.pointerDrag.GetComponent <ItemDrag>().transform.parent.GetSiblingIndex()];
                if (cInventory.Markers[transform.parent.GetSiblingIndex()] && cChest.Markers[eventData.pointerDrag.GetComponent <ItemDrag>().transform.parent.GetSiblingIndex()])
                {
                    ItemBase TempItem = cInventory.ItemList[transform.parent.GetSiblingIndex()];
                    cInventory.ItemList[transform.parent.GetSiblingIndex()] = DropedItem;
                    cInventory.Markers[transform.parent.GetSiblingIndex()]  = true;
                    cChest.ItemList[eventData.pointerDrag.GetComponent <ItemDrag>().transform.parent.GetSiblingIndex()] = TempItem;
                    cInventory.UpdateUI();
                    cChest.UpdateUI();
                }
                else if (cInventory.Markers[transform.parent.GetSiblingIndex()])
                {
                    ItemBase TempItem = cInventory.ItemList[transform.parent.GetSiblingIndex()];
                    cInventory.ItemList[transform.parent.GetSiblingIndex()] = null;
                    cInventory.Markers[transform.parent.GetSiblingIndex()]  = false;
                    cChest.Markers[eventData.pointerDrag.GetComponent <ItemDrag>().transform.parent.GetSiblingIndex()]  = true;
                    cChest.ItemList[eventData.pointerDrag.GetComponent <ItemDrag>().transform.parent.GetSiblingIndex()] = TempItem;
                    cInventory.UpdateUI();
                    cChest.UpdateUI();
                }
                else
                {
                    ItemBase TempItem = cChest.ItemList[eventData.pointerDrag.GetComponent <ItemDrag>().transform.parent.GetSiblingIndex()];
                    cChest.ItemList[eventData.pointerDrag.GetComponent <ItemDrag>().transform.parent.GetSiblingIndex()] = null;
                    cChest.Markers[eventData.pointerDrag.GetComponent <ItemDrag>().transform.parent.GetSiblingIndex()]  = false;
                    cInventory.Markers[transform.parent.GetSiblingIndex()]  = true;
                    cInventory.ItemList[transform.parent.GetSiblingIndex()] = TempItem;
                    cInventory.UpdateUI();
                    cChest.UpdateUI();
                }
            }
            else
            {
                if (eventData.pointerDrag.transform.parent.name == gameObject.name)
                {
                    return;
                }
                if (cInventory.Markers[transform.parent.GetSiblingIndex()] == false && cInventory.Markers[eventData.pointerDrag.GetComponent <ItemDrag>().transform.parent.GetSiblingIndex()] == false)
                {
                    return;
                }
                Debug.Log("Index: " + eventData.pointerDrag.GetComponent <ItemDrag>().transform.parent.GetSiblingIndex());
                DropedItem = cInventory.ItemList[eventData.pointerDrag.GetComponent <ItemDrag>().transform.parent.GetSiblingIndex()];
                if (cInventory.Markers[transform.parent.GetSiblingIndex()] == false)
                {
                    cInventory.ItemList[transform.parent.GetSiblingIndex()] = DropedItem;
                    cInventory.Markers[transform.parent.GetSiblingIndex()]  = true;
                    cInventory.Markers[eventData.pointerDrag.GetComponent <ItemDrag>().transform.parent.GetSiblingIndex()]  = false;
                    cInventory.ItemList[eventData.pointerDrag.GetComponent <ItemDrag>().transform.parent.GetSiblingIndex()] = null;
                    cInventory.cInventory.UpdateUI();
                }
                else if (cInventory.Markers[eventData.pointerDrag.GetComponent <ItemDrag>().transform.parent.GetSiblingIndex()] == false)
                {
                    ItemBase TempItem = cInventory.ItemList[transform.parent.GetSiblingIndex()];
                    cInventory.ItemList[transform.parent.GetSiblingIndex()] = null;
                    cInventory.Markers[transform.parent.GetSiblingIndex()]  = false;
                    cInventory.ItemList[eventData.pointerDrag.GetComponent <ItemDrag>().transform.parent.GetSiblingIndex()] = TempItem;
                    cInventory.Markers[eventData.pointerDrag.GetComponent <ItemDrag>().transform.parent.GetSiblingIndex()]  = true;
                    cInventory.cInventory.UpdateUI();
                }
                else
                {
                    ItemBase TempItem = cInventory.ItemList[transform.parent.GetSiblingIndex()];
                    cInventory.ItemList[transform.parent.GetSiblingIndex()] = DropedItem;
                    cInventory.ItemList[eventData.pointerDrag.GetComponent <ItemDrag>().transform.parent.GetSiblingIndex()] = TempItem;
                    cInventory.cInventory.UpdateUI();
                }
            }
        }
        else if (transform.parent.parent.name == "HotbarUI")
        {
            ItemBase DropedItem = new ItemBase();
            if (eventData.pointerDrag.GetComponent <ItemDrag>().transform.parent.parent.name == "InventoryUI")
            {
                if (cHotBar.Markers[transform.parent.GetSiblingIndex()] == false && cInventory.Markers[eventData.pointerDrag.GetComponent <ItemDrag>().transform.parent.GetSiblingIndex()] == false)
                {
                    return;
                }
                DropedItem = cInventory.ItemList[eventData.pointerDrag.GetComponent <ItemDrag>().transform.parent.GetSiblingIndex()];
                if (cHotBar.Markers[transform.parent.GetSiblingIndex()] && cInventory.Markers[eventData.pointerDrag.GetComponent <ItemDrag>().transform.parent.GetSiblingIndex()])
                {
                    ItemBase TempItem = cHotBar.ItemList[transform.parent.GetSiblingIndex()];
                    cHotBar.ItemList[transform.parent.GetSiblingIndex()] = DropedItem;
                    cHotBar.Markers[transform.parent.GetSiblingIndex()]  = true;
                    cInventory.ItemList[eventData.pointerDrag.GetComponent <ItemDrag>().transform.parent.GetSiblingIndex()] = TempItem;
                    cHotBar.UpdateUI();
                    cInventory.UpdateUI();
                }
                else if (cHotBar.Markers[transform.parent.GetSiblingIndex()])
                {
                    ItemBase TempItem = cHotBar.ItemList[transform.parent.GetSiblingIndex()];
                    cHotBar.ItemList[transform.parent.GetSiblingIndex()] = null;
                    cHotBar.Markers[transform.parent.GetSiblingIndex()]  = false;
                    cInventory.Markers[eventData.pointerDrag.GetComponent <ItemDrag>().transform.parent.GetSiblingIndex()]  = true;
                    cInventory.ItemList[eventData.pointerDrag.GetComponent <ItemDrag>().transform.parent.GetSiblingIndex()] = TempItem;
                    cInventory.UpdateUI();
                    cHotBar.UpdateUI();
                }
                else
                {
                    ItemBase TempItem = cInventory.ItemList[eventData.pointerDrag.GetComponent <ItemDrag>().transform.parent.GetSiblingIndex()];
                    cInventory.ItemList[eventData.pointerDrag.GetComponent <ItemDrag>().transform.parent.GetSiblingIndex()] = null;
                    cInventory.Markers[eventData.pointerDrag.GetComponent <ItemDrag>().transform.parent.GetSiblingIndex()]  = false;
                    cHotBar.Markers[transform.parent.GetSiblingIndex()]  = true;
                    cHotBar.ItemList[transform.parent.GetSiblingIndex()] = TempItem;
                    cInventory.UpdateUI();
                    cHotBar.UpdateUI();
                }
            }
            else if (eventData.pointerDrag.GetComponent <ItemDrag>().transform.parent.parent.name == "HotbarUI")
            {
                if (eventData.pointerDrag.transform.parent.name == gameObject.name)
                {
                    return;
                }
                if (cHotBar.Markers[transform.parent.GetSiblingIndex()] == false && cHotBar.Markers[eventData.pointerDrag.GetComponent <ItemDrag>().transform.parent.GetSiblingIndex()] == false)
                {
                    return;
                }
                Debug.Log("Index: " + eventData.pointerDrag.GetComponent <ItemDrag>().transform.parent.GetSiblingIndex());
                DropedItem = cHotBar.ItemList[eventData.pointerDrag.GetComponent <ItemDrag>().transform.parent.GetSiblingIndex()];
                if (cHotBar.Markers[transform.parent.GetSiblingIndex()] == false)
                {
                    cHotBar.ItemList[transform.parent.GetSiblingIndex()] = DropedItem;
                    cHotBar.Markers[transform.parent.GetSiblingIndex()]  = true;
                    cHotBar.Markers[eventData.pointerDrag.GetComponent <ItemDrag>().transform.parent.GetSiblingIndex()]  = false;
                    cHotBar.ItemList[eventData.pointerDrag.GetComponent <ItemDrag>().transform.parent.GetSiblingIndex()] = null;
                    cHotBar.cHotBar.UpdateUI();
                }
                else if (cHotBar.Markers[eventData.pointerDrag.GetComponent <ItemDrag>().transform.parent.GetSiblingIndex()] == false)
                {
                    ItemBase TempItem = cHotBar.ItemList[transform.parent.GetSiblingIndex()];
                    cHotBar.ItemList[transform.parent.GetSiblingIndex()] = null;
                    cHotBar.Markers[transform.parent.GetSiblingIndex()]  = false;
                    cHotBar.ItemList[eventData.pointerDrag.GetComponent <ItemDrag>().transform.parent.GetSiblingIndex()] = TempItem;
                    cHotBar.Markers[eventData.pointerDrag.GetComponent <ItemDrag>().transform.parent.GetSiblingIndex()]  = true;
                    cHotBar.cHotBar.UpdateUI();
                }
                else
                {
                    ItemBase TempItem = cHotBar.ItemList[transform.parent.GetSiblingIndex()];
                    cHotBar.ItemList[transform.parent.GetSiblingIndex()] = DropedItem;
                    cHotBar.ItemList[eventData.pointerDrag.GetComponent <ItemDrag>().transform.parent.GetSiblingIndex()] = TempItem;
                    cHotBar.cHotBar.UpdateUI();
                }
            }
        }
    }