private void UpdateItemsToUI(List <Item> items, ItemUIType type, int itemCount) { ResetItemButtons(); ItemDescription.text = "Select Item"; for (int i = itemCount; i < itemButtons.Count; i++) { itemButtons[i].interactable = false; itemButtons[i].image.sprite = ItemButtonEmptySprite; } for (int i = 0; i < itemCount; i++) { Item item = items[i]; Button button = itemButtons[i]; Text stack = button.transform.GetChild(0).GetComponent <Text>(); button.onClick.AddListener(() => ViewItem(item, type)); button.interactable = true; if (item.sprite) { button.image.sprite = item.sprite; } } if (type == ItemUIType.Inventory || type == ItemUIType.Sell) { ShowStacks(items, itemCount); UpdateStacks(items, itemCount); } else { HideStacks(); } }
public GameObject spawn_item_UI_body(ItemUIType itemUIType, Vector3 pos, bool forCharacter) { /* * if (itemUIType == ItemUIType.ITEM_HEART_UI) * { * Debug.Log("there is no heart UI"); * return null; * }*/ for (int i = 0; i < itemUIList.Count; i++) { if (itemUIType == itemUIList[i].itemUIType) { GameObject UI_body = Instantiate(itemUIList[i].itemUIObject, pos, transform.rotation) as GameObject; if (forCharacter) //GameManager.Instance.sub_managers.uIManager.itemUIList.Add(UI_body); { GameManager.Instance.sub_managers.uIManager.UIList_add(UI_body, itemUIType); } UI_body.AddComponent <CoroutineBox>(); //GameManager.Instance.garbageBox.garbageList.Add(UI_body); return(UI_body); } } Debug.Log("no such itemUI"); return(null); }
public void ManualToggleItemUI(bool toggle, ItemUIType type) { itemUIChecker = type; SwitchItemUIDesign(type); ItemUI.SetActive(toggle); // HandleItemTutorialGuide(type); ToggleMainUI(!toggle); AudioManager.Instance.inventory.Play(); if (EventManager.currentShopAnimator) { EventManager.currentShopAnimator.ResetTrigger("Bow"); EventManager.currentShopAnimator.SetTrigger("Bow"); } Blur(toggle); if (!toggle) { inventoryToggler = ItemUIType.Inventory; ResetItemViewer(type); EnableUseOrBuyButton(false); EnableStashOrSellButton(false); GameManager.Instance.NormalTime(); if (GameManager.Instance.Tutorial && TutorialManager.Instance.inventoryTestDone) { TutorialDialog(preBaybayinUnlockTutorial, true); } } else { GameManager.Instance.FreezeTime(); } SwitchItemButtonTexts(type); SetUIRamifications(toggle); }
public void ToggleInventory(bool toggle) { itemUIChecker = ItemUIType.Inventory; SwitchItemUIDesign(ItemUIType.Inventory); ItemUI.SetActive(toggle); // HandleItemTutorialGuide(type); Blur(ItemUI.activeSelf); UpdateInventoryToUI(); AudioManager.Instance.inventory.Play(); if (!ItemUI.activeSelf) { ResetItemViewer(ItemUIType.Inventory); inventoryToggler = ItemUIType.Inventory; EnableUseOrBuyButton(false); EnableStashOrSellButton(false); GameManager.Instance.NormalTime(); if (GameManager.Instance.Tutorial && TutorialManager.Instance.inventoryTestDone) { TutorialDialog(preBaybayinUnlockTutorial, true); } } else { GameManager.Instance.FreezeTime(); } SwitchItemButtonTexts(ItemUIType.Inventory); SetUIRamifications(ItemUI.activeSelf); }
public void UpdateShopToUI(List <Item> items) { itemUIChecker = ItemUIType.Buy; ResetItemViewer(ItemUIType.Inventory); inventoryToggler = ItemUIType.Inventory; UpdateItemsToUI(items, ItemUIType.Buy, items.Count); StashOrSell.onClick.AddListener(() => UpdateToSellUI()); SwitchItemButtonTexts(ItemUIType.Buy); EnableUseOrBuyButton(false); EnableStashOrSellButton(true); }
public void UIList_add(GameObject UI_body, ItemUIType itemUIType) { if (itemUIType == ItemUIType.ITEM_HEART_UI || itemUIType == ItemUIType.ITEM_BLUEHEART_UI || itemUIType == ItemUIType.ITEM_BAG_HEART_UI) { GameManager.Instance.sub_managers.uIManager.heartUIList.Add(UI_body); } else { GameManager.Instance.sub_managers.uIManager.itemUIList.Add(UI_body); } }
public void UpdateToSellUI() { itemUIChecker = ItemUIType.Sell; ResetItemViewer(ItemUIType.Inventory); inventoryToggler = ItemUIType.Sell; HandleItemTutorialGuide(ItemUIType.Sell); UseOrBuy.onClick.AddListener(() => UpdateShopToUI(GameManager.Instance.currentShopItems)); SwitchItemButtonTexts(ItemUIType.Sell); UpdateItemsToUI( InventoryManager.Instance.inventory.items, ItemUIType.Sell, InventoryManager.Instance.GetItemCount() ); EnableUseOrBuyButton(true); EnableStashOrSellButton(false); }
private void SwitchItemUIDesign(ItemUIType type) { bool isInventory = type == ItemUIType.Inventory; ItemUI.GetComponent <Image>().sprite = isInventory ? inventoryBG : shopBG; ConfirmationPanel.GetComponent <Image>().sprite = isInventory ? inventoryBG : shopBG; proceed.image.sprite = isInventory ? inventoryButton : shopButton; deleteCancel.image.sprite = isInventory ? inventoryButton : shopButton; ItemUIClose.image.sprite = isInventory ? inventoryButton : shopButton; UseOrBuy.image.sprite = isInventory ? inventoryButton : shopButton; StashOrSell.image.sprite = isInventory ? inventoryButton : shopButton; foreach (Image i in itemButtonBackgrounds) { i.sprite = isInventory ? inventoryStuff : shopStuff; } }
public void ResetItemViewer(ItemUIType type) { ItemName.text = ""; CostOrSellPrice.text = ""; switch (type) { case ItemUIType.Inventory: UseOrBuy.onClick.RemoveAllListeners(); StashOrSell.onClick.RemoveAllListeners(); break; case ItemUIType.Buy: UseOrBuy.onClick.RemoveAllListeners(); break; case ItemUIType.Sell: StashOrSell.onClick.RemoveAllListeners(); break; } }
private void SwitchItemButtonTexts(ItemUIType type) { switch (type) { case ItemUIType.Inventory: UseOrBuy.GetComponentInChildren <Text>().text = useButtonText; StashOrSell.GetComponentInChildren <Text>().text = stashButtonText; break; case ItemUIType.Buy: UseOrBuy.GetComponentInChildren <Text>().text = buyButtonText; StashOrSell.GetComponentInChildren <Text>().text = sellButtonText; break; case ItemUIType.Sell: UseOrBuy.GetComponentInChildren <Text>().text = returnText; StashOrSell.GetComponentInChildren <Text>().text = sellButtonText; break; } }
// Tutorial private void HandleItemTutorialGuide(ItemUIType type) { if (GameManager.Instance.AreAllItemTutorialsDone()) { return; } switch (type) { case ItemUIType.Inventory: if (!GameManager.Instance.inventoryTutorialMode) { return; } TutorialDialog(inventoryTutorial, GameManager.Instance.inventoryTutorialMode); GameManager.Instance.inventoryTutorialMode = false; break; case ItemUIType.Buy: if (!GameManager.Instance.shopTutorialMode) { return; } TutorialDialog(shopTutorial, GameManager.Instance.shopTutorialMode); GameManager.Instance.shopTutorialMode = false; break; case ItemUIType.Sell: if (!GameManager.Instance.sellTutorialMode) { return; } TutorialDialog(sellTutorial, GameManager.Instance.sellTutorialMode); GameManager.Instance.sellTutorialMode = false; break; } }
void Start() { notEnoughManaTimer = 0f; Player = GameManager.Instance.Player; inventoryToggler = ItemUIType.Inventory; previousDeleteCount = (int)toDeleteItemCount.value; ResetItemViewer(ItemUIType.Inventory); ResetBaybayinCharacterViewer(); ResetSpellShardViewer(); ResetSpellViewer(); UpdateSpellsToArchive(); UpdateSpellShardsToUI(); UpdateInventoryToUI(); UpdatePlayerHealth(); UpdatePlayerMana(); if (GameManager.Instance.Tutorial) { TutorialDialog(movementTutorial, !TutorialManager.Instance.movementTestDone); } }
public GameObject get_body(ItemUIType itemUIType, Vector3 pos, bool forCharacter) //itemUI { return(bodyPools.itemBodyPool.spawn_item_UI_body(itemUIType, pos, forCharacter)); }
private void ViewItem(Item item, ItemUIType type) { ItemDescription.text = item.description; ResetItemViewer(type); ItemName.text = item.Name.ToString(); switch (type) { case ItemUIType.Inventory: if (!UseOrBuy.interactable) { EnableUseOrBuyButton(true); } if (!StashOrSell.interactable) { EnableStashOrSellButton(true); } if (item.Useable) { UseOrBuy.onClick.AddListener(() => ItemManager.Instance.Use(item)); } StashOrSell.onClick.AddListener(() => ShowConfirmationPanel( InventoryManager.Instance.RemoveItems, "Are you sure you want to discard this item?", item ) ); break; case ItemUIType.Buy: if (GameManager.Instance.Gold < item.BuyPrice) { UseOrBuy.interactable = false; return; } if (!UseOrBuy.interactable) { EnableUseOrBuyButton(true); } CostOrSellPrice.text = "Cost: " + item.BuyPrice.ToString(); UseOrBuy.onClick.AddListener(() => Shop.Buy(item)); break; case ItemUIType.Sell: if (!StashOrSell.interactable) { StashOrSell.interactable = true; } CostOrSellPrice.text = "Sell Price: " + item.SellPrice.ToString(); StashOrSell.onClick.AddListener(() => ShowConfirmationPanel( Shop.SellByStacks, "Are you sure you want to sell this item?", item ) ); break; } }