public override void OnDrop(PointerEventData eventData) { ItemDragHandle DragItem = eventData.pointerDrag.GetComponent <ItemDragHandle>(); if (!DragItem.CurrientSlot.IsSlotEmpty() && DragItem.CurrientSlot.ItemInSlot.eSlotType == slotTypeRequied) { GameManager.InstanseGameManager.BackPackInstance.SwapCells(DragItem.CurrientSlot, this); } }
public override void OnDrop(PointerEventData eventData) { ItemDragHandle DragItem = eventData.pointerDrag.GetComponent <ItemDragHandle>(); if (!DragItem.CurrientSlot.IsSlotEmpty() && DragItem.CurrientSlot.ItemInSlot.eSlotType == Items.eItemSlotType.Head) { GameManager.InstanseGameManager.BackPackInstance.SwapCells(DragItem.CurrientSlot, this); ClearSlotPrefab(); SpawnWear(this.ItemInSlot.ItemPrefab, spawnTransform); } }
public override void OnDrop(PointerEventData eventData) { ItemDragHandle DragItem = eventData.pointerDrag.GetComponent <ItemDragHandle>(); if (!DragItem.CurrientSlot.IsSlotEmpty()) { if (this.IsSlotEmpty() && DragItem.CurrientSlot.GetType().ToString() != "SlotBackPack") { DragItem.CurrientSlot.ClearSlotPrefab(); } GameManager.InstanseGameManager.BackPackInstance.SwapCells(DragItem.CurrientSlot, this); } }
public override void OnDrop(PointerEventData eventData) { ItemDragHandle DragItem = eventData.pointerDrag.GetComponent <ItemDragHandle>(); //Get position in forward of hero spawnPosition.x = GameManager.InstanseGameManager.PlayerHero.transform.position.x; spawnPosition.z = GameManager.InstanseGameManager.PlayerHero.transform.position.z; spawnPosition.y = DragItem.CurrientSlot.ItemInSlot.ItemPrefab.transform.position.y; for (int instIter = 0; instIter < DragItem.CurrientSlot.ItemCount; instIter++) { Instantiate(DragItem.CurrientSlot.ItemInSlot.ItemPrefab, spawnPosition + Vector3.forward * FORWARDDROPVECTORMULTIPLIER, DragItem.CurrientSlot.ItemInSlot.ItemPrefab.transform.rotation); } if (DragItem.CurrientSlot.GetType().ToString() != "SlotBackPack") { DragItem.CurrientSlot.ClearSlotPrefab(); } DragItem.CurrientSlot.ClearSlot(); }