//Gathers all the items in the player inventory and stores them in the home inventory public void storeAllItems() { dropItem(); //get the 0th home inventory slot //MenuSlot storeSlot = homeFlowerSlots[0].GetComponent<MenuSlot>(); //Loop through the inventory for (int ii = 0; ii < fpc.inventorySize; ii += 1) { //Store the item if it's not null MenuSlot storeItemSlot = playerInventoryContainer.GetChild(ii).GetComponent <MenuSlot>(); MenuSlotItem storeItem = storeItemSlot.getItem(); if (storeItem != null) { storeItemSlot.storeItem(false); } } updateInventoryItemCount(); //If the player is in the flower tab then refresh the tab if (currentTab == TabType.Flowers) { SetFlowersTab(); } }
/// <summary> /// Releases the item to the given slot, if it's null then nothing happens /// </summary> public void releaseItem(MenuSlot releaseTo) { Debug.Log("vvvvvvvvv Start releasing vvvvvvvvvv"); //Note: "this" always refers to the item slot that holds the grabbed item HomeBaseUIController hbuic = GetComponentInParent <HomeBaseUIController>(); GetComponent <Image>().color = Color.white; isGrabbed = false; //If the item is actually dropped onto a slot //And the slot is different than the one it was picked up in if (releaseTo != null && releaseTo != this) { //First thing to do is see if the player is "splitting" items //If there is a visible item with the same id in the player inventory or the home inventory then merge the two items together if (releaseTo.type == SlotType.HomeInventory || releaseTo.type == MenuSlot.SlotType.DisplaySlot) { //Get a matching slot MenuSlot matchingSlot = hbuic.findSlotWithItem(this.getItem()); //Make sure there is a matching slot and it's not this one and it has more than 0 items if (matchingSlot != null && matchingSlot != this && matchingSlot.getCount() > 0) { //If the player didn't already try to merge the items if (matchingSlot != releaseTo) { if (releaseTo.slotIndex != 0 || releaseTo.type == SlotType.DisplaySlot) { //Pretend the player clicked on the matching slot matchingSlot.swapWith(releaseTo); } else { releaseTo = matchingSlot; } } } } //This only happens if the player is moving something to a slot bool iCanMove, uCanMove, weSwap; iCanMove = canMoveToSlot(releaseTo); uCanMove = releaseTo.canMoveToSlot(this); Debug.Log("iCanMove: " + iCanMove + " uCanMove: " + uCanMove); weSwap = (iCanMove && uCanMove); if (weSwap) { this.swapWith(releaseTo); } else //It can't be a straight up swap { //If my item can move to the given slot if (iCanMove) { //If it can't combine them then if (!combineSuccess(releaseTo)) { //Store the other one in its respective inventory releaseTo.storeItem(false); //Make this one empty by swapping the two items this.swapWith(releaseTo); } } else { //If this item isn't a decoration slot if (this.type != SlotType.DecorationSlot) { //Store this item into its proper home inventory (and set it to null) this.storeItem(true); } else { //The the player is trying to store an item that was picked up from a decoration slot returnItemToSlot(); } //If the item in the released slot can move if (uCanMove) { //Only swap the items if the other slot isn't a decoration slot if (releaseTo.type != SlotType.DecorationSlot) { this.swapWith(releaseTo); } } } } } else //If the item was dropped somewhere that's not a slot (or dropped back onto itself) { this.returnItemToSlot(); } Debug.Log("^^^^^^^^^^ Done releasing ^^^^^^^^^^"); }