Пример #1
0
    // RIP AZIR
    void AssignShopItems(DefaultItemBase.ItemTypes Type)
    {
        // Finds the refs
        XMLParser      XML        = GameObject.FindGameObjectWithTag("ItemManager").GetComponent <XMLParser>();
        ItemTypeFinder TypeFinder = GameObject.FindGameObjectWithTag("ItemManager").GetComponent <ItemTypeFinder>();

        // Loop through all the XML
        for (int i = 0; i < XML.items.Count; i++)
        {
            // if its a seed
            if (XML.items.ElementAt(i).Value.GetType() == Type)
            {
                // Generate a random number to see if that seed will be in the shop
                int RandomChance = UnityEngine.Random.Range(0, 100);
                if (Type == DefaultItemBase.ItemTypes.Tool || RandomChance > 50)
                {
                    /*Wanna get the gameobject we will put the component on*/
                    GameObject childObject = Instantiate(ShopSlot) as GameObject;
                    if (Type == DefaultItemBase.ItemTypes.Seed)
                    {
                        childObject.transform.parent = SeedParentShopSlot.transform;
                    }
                    else
                    {
                        childObject.transform.parent = ToolParentShopSlot.transform;
                    }

                    /******************************************/
                    /* Get the image so we can set the sprite to appear there */
                    Image Image = childObject.transform.Find("ImageSlot").transform.Find("ItemImage").GetComponent <Image>();
                    Image.sprite = XML.items.ElementAt(i).Value.GetSpriteImage();
                    /******************************************/
                    // Sets the title
                    TextMeshProUGUI TitleText = childObject.transform.Find("Title").GetComponent <TextMeshProUGUI>();
                    TitleText.text = XML.items.ElementAt(i).Value.GetName();
                    // Sets the price
                    TextMeshProUGUI PriceText = childObject.transform.Find("Price").GetComponent <TextMeshProUGUI>();
                    PriceText.text = "Price: " + XML.items.ElementAt(i).Value.GetSellPrice().ToString();
                    // Set the desctext
                    TextMeshProUGUI DescText = childObject.transform.Find("Description").GetComponent <TextMeshProUGUI>();
                    DescText.text = XML.items.ElementAt(i).Value.GetDesc();
                    // Find what item we are wanting to use and set it up
                    TypeFinder.TyepFinder(i, childObject).SetUpThisItem(XML.items.ElementAt(i).Value.bItemType, XML.items.ElementAt(i).Value.bName, XML.items.ElementAt(i).Value.bAmount,
                                                                        XML.items.ElementAt(i).Value.bStackable, XML.items.ElementAt(i).Value.bSrcImage, XML.items.ElementAt(i).Value.bSoundEffect,
                                                                        XML.items.ElementAt(i).Value.bTile, XML.items.ElementAt(i).Value.bPrefab, XML.items.ElementAt(i).Value.bSellPrice, XML.items.ElementAt(i).Value.bCustomData,
                                                                        XML.items.ElementAt(i).Value.GetDesc());
                }
            }
        }
    }
Пример #2
0
    // Start is called before the first frame update
    //private void Awake()
    //{
    //    GetCamera();
    //}

    void Start()
    {
        // RIP AZIR
        Selected = new bool[10];
        XML      = GameObject.FindGameObjectWithTag("ItemManager").GetComponent <XMLParser>();
        GetCamera();
        tool = new ItemBase();
        GetCamera();
        CoolDown = 0.0f;
        //for (int i = 0; i < 4; i++) {ItemBase BasicItem = gameObject.AddComponent<ItemBase>() as ItemBase; AddItem(BasicItem); }
        Debug.Log(ItemList.Length);
        cInventory = this.GetComponent <InventoryClass>();
        cHotBar    = this.GetComponent <HotBarClass>();
        TypeFinder = GameObject.FindGameObjectWithTag("ItemManager").GetComponent <ItemTypeFinder>();
        if (SceneManager.GetActiveScene().name != "LoadSaveScene")
        {
            Resize(10);
            for (int i = 0; i < XML.items.Count; i++)
            {
                if (XML.items.ElementAt(i).Value.bName == "Hoe" || XML.items.ElementAt(i).Value.bName == "Water Bucket" ||
                    XML.items.ElementAt(i).Value.bName == "Scythe")
                {
                    ItemBase BasicItem = new ItemBase();
                    // Get the object the component will be on and give it a name
                    GameObject SubGameObject = new GameObject(XML.items.ElementAt(i).Value.bName);
                    SubGameObject.transform.parent = ToolItems.transform;
                    // Find the type of the item and set it up, after add it to the dictionary.
                    BasicItem = TypeFinder.TyepFinder(i, SubGameObject);
                    BasicItem.SetUpThisItem(XML.items.ElementAt(i).Value.bItemType, XML.items.ElementAt(i).Value.bName, XML.items.ElementAt(i).Value.bAmount,
                                            XML.items.ElementAt(i).Value.bStackable, XML.items.ElementAt(i).Value.bSrcImage, XML.items.ElementAt(i).Value.bSoundEffect,
                                            XML.items.ElementAt(i).Value.bTile, XML.items.ElementAt(i).Value.bPrefab, XML.items.ElementAt(i).Value.bSellPrice, XML.items.ElementAt(i).Value.bCustomData,
                                            XML.items.ElementAt(i).Value.GetDesc());
                    AddItem(BasicItem);
                }
            }
        }
        UpdateUI();
        //
    }