Пример #1
0
    //  utils
    public GameObject instanciateItem(Item.Element type)
    {
        switch (type)
        {
        case Item.Element.MEAT:   return(Instantiate(meatPrefab));

        case Item.Element.APPLE:  return(Instantiate(applePrefab));

        case Item.Element.FISH:   return(Instantiate(fishPrefab));

        case Item.Element.SHIELD: return(Instantiate(shieldPrefab));

        case Item.Element.SWORD:  return(Instantiate(swordPrefab));

        case Item.Element.BOOT:   return(Instantiate(bootPrefab));

        case Item.Element.DIAMOND: return(Instantiate(diamondPrefab));

        case Item.Element.COIN:    return(Instantiate(coinPrefab));

        case Item.Element.CAN:  return(Instantiate(canPrefab));

        case Item.Element.LINT: return(Instantiate(lintPrefab));

        case Item.Element.BONE: return(Instantiate(bonePrefab));

        case Item.Element.ROCK: return(Instantiate(rockPrefab));

        default: return(null);
        }
    }
Пример #2
0
 public Item.Element[] getInventory()
 {
     Item.Element[] result = new Item.Element[3];
     for (int i = 0; i < 3; i++)
     {
         if (i < inventory.Count)
         {
             result[i] = inventory[i];
         }
         else
         {
             result[i] = Item.Element.NONE;
         }
     }
     return(result);
 }
Пример #3
0
    public void PushFrontElement(Item.Element item)
    {
        for (int i = 0; i < 3; i++)
        {
            if (slots[i] == Item.Element.NONE)
            {
                slots[i] = item;
                return;
            }
        }

        int moncul = Random.Range(0, 3);

        inventory.Insert(0, slots[moncul]);
        slots[moncul] = item;
    }
Пример #4
0
    public Item.Element popItem(int index)
    {
        Item.Element item = Item.Element.NONE;
        if (index >= 0 && index < 3 && slots[index] != Item.Element.NONE)
        {
            item = slots[index];

            if (inventory.Count > 0)
            {
                slots[index] = inventory[0];
                inventory.RemoveAt(0);
            }
            else
            {
                slots[index] = Item.Element.NONE;
            }
        }
        return(item);
    }
Пример #5
0
 private bool createObjectAroundPlayer(Item.Element item)
 {
     if (item != Item.Element.APPLE && item != Item.Element.FISH && item != Item.Element.MEAT && item != Item.Element.NONE)
     {
         for (int i = 0; i < 100; i++)
         {
             Vector2 itemPositionTmp;
             itemPositionTmp = (Vector2)transform.position + Random.insideUnitCircle * _circleSizePopObject * SizeTarget;
             RaycastHit2D oclusion             = Physics2D.CircleCast(itemPositionTmp, 0.5F, Forward, 0, 1 << LayerMask.NameToLayer("Map"));
             float        distancePlayerObject = Vector2.Distance((Vector2)transform.position, itemPositionTmp);
             if (!oclusion && distancePlayerObject > SizeTarget * 2)
             {
                 GameObject newItem = Inventory.Instance.instanciateItem(item);
                 newItem.transform.position = itemPositionTmp;
                 newItem.GetComponent <Item> ().cooldownSensitive = true;
                 return(true);
             }
         }
     }
     return(false);
 }
Пример #6
0
 // Update is called once per frame
 void Update()
 {
     if (Inventory.Instance == null)
     {
         return;
     }
     for (int i = 0; i < _slots.Length; ++i)
     {
         if (i < Inventory.Instance.getSlots().Length &&
             Inventory.Instance.getSlots()[i] != Item.Element.NONE)
         {
             // TODO: Attach sprite
             Item.Element element = Inventory.Instance.getSlots()[i];
             _slots[i].sprite = Inventory.Instance.getSprite(element);
             _slots[i].color  = Color.white;
         }
         else
         {
             _slots[i].sprite = null;
             _slots[i].color  = Color.clear;
         }
     }
     for (int i = 0; i < _inventory.Length; ++i)
     {
         if (i < Inventory.Instance.getInventory().Length &&
             Inventory.Instance.getInventory()[i] != Item.Element.NONE)
         {
             // TODO: Attach sprite
             Item.Element element = Inventory.Instance.getInventory()[i];
             _inventory[i].sprite = Inventory.Instance.getSprite(element);
             _inventory[i].color  = Color.white;
         }
         else
         {
             _inventory[i].sprite = null;
             _inventory[i].color  = Color.clear;
         }
     }
 }
Пример #7
0
 public Sprite getSprite(Item.Element type)
 {
     return(sprites[(int)type - 1]);
 }