public bool InstantiateEquipment() { foreach (PlayerEquipmentSlot slot in FindObjectsOfType <PlayerEquipmentSlot>()) { switch (slot.name) { case "EquipmentSlotWeapon": weapon = slot; weapon.Wake("WEAPON WAKE"); break; case "EquipmentSlotHead": head = slot; head.Wake("HEAD WAKE"); break; case "EquipmentSlotTorso": torso = slot; torso.Wake("TORSO WAKE"); break; case "EquipmentSlotBoots": boots = slot; boots.Wake("BOOTS WAKE"); break; default: break; } } return(true); }
//private static void InventoryPos(PlayerInventorySlot inventory) //{ // Vector3 vector = Camera.main.ScreenToViewportPoint(ReticuleBehaviour.instance.Reticle.position); // //Vector3 inventoryVector = Camera.main.ScreenToViewportPoint(inventory.transform.position); // //itemInfo.transform.position = Camera.main.ViewportToScreenPoint(inventoryVector); // if (vector.x < 0.5F) // { // Debug.Log(vector + " Left Side"); // Vector3 addedPos = Camera.main.ScreenToViewportPoint(new Vector3( // inventory.transform.position.x + (itemInfo.GetComponent<RectTransform>().rect.width / divideBy), // inventory.transform.position.y + (itemInfo.GetComponent<RectTransform>().rect.height / divideBy), // 0)); // itemInfo.transform.position = Camera.main.ViewportToScreenPoint(addedPos) + (vector * distanceMultiplier); // } // else // { // Debug.Log(vector + " Right Side"); // Vector3 addedPos = Camera.main.ScreenToViewportPoint(new Vector3( // inventory.transform.position.x - (itemInfo.GetComponent<RectTransform>().rect.width / divideBy), // inventory.transform.position.y + (itemInfo.GetComponent<RectTransform>().rect.height / divideBy), // 0)); // itemInfo.transform.position = Camera.main.ViewportToScreenPoint(addedPos) + (vector * distanceMultiplier); // } //} /// <summary> /// BACKUP /// </summary> /// <param name="equipment"></param> private static void EquipmentPos(PlayerEquipmentSlot equipment) { Vector3 vector = Camera.main.ScreenToViewportPoint(ReticuleBehaviour.instance.Reticle.position); if (vector.x < 0.5F) { //Debug.Log(vector + " Left Side"); Vector3 addedPos = Camera.main.ScreenToViewportPoint(new Vector3( equipment.transform.position.x + (itemInfo.GetComponent <RectTransform>().rect.width / divideBy), equipment.transform.position.y + (itemInfo.GetComponent <RectTransform>().rect.height / divideBy), 0)); itemInfo.transform.position = Camera.main.ViewportToScreenPoint(addedPos) + (vector * distanceMultiplier); } else { //Debug.Log(vector + " Right Side"); Vector3 addedPos = Camera.main.ScreenToViewportPoint(new Vector3( equipment.transform.position.x - (itemInfo.GetComponent <RectTransform>().rect.width / divideBy), equipment.transform.position.y + (itemInfo.GetComponent <RectTransform>().rect.height / divideBy), 0)); itemInfo.transform.position = Camera.main.ViewportToScreenPoint(addedPos) + (vector * distanceMultiplier); } }
} // NEEDS TO BE RECONFIGURED IF ITEM DB IS CHANGED!! public void CheckInput(PlayerEquipmentSlot slot, InventoryItem item) { if (item != null) { if (Input.GetMouseButtonDown(1)) //RightClick { //Debug.Log("RightClicked on: " + item.itemName + " in your equipment."); if (ItemInfo.GetItemInfoActive()) { ItemInfo.CloseInfo(); } //if (PlayerBehaviour.Player._PlayerInventory.AddItem(item)) //{ // slot.Reset(); //} } } }
public static void OpenInfo(InventoryItem item, PlayerEquipmentSlot equipment) { if (item == null) { return; } itemInfo.SetActive(true); itemIcon.sprite = item.itemIcon; itemName.text = item.itemName; itemDesc.text = item.itemDescription; itemType.text = item.itemType.ToString(); //Deactivate Buttons - Cannot dismantle or unequip equipped weapons. Need one in every equipslot. aBtn.gameObject.SetActive(false); xBtn.gameObject.SetActive(false); //USE A STATIC POSITION INSTEAD IF INVENTORY OR EQUIPMENT IS OPEN EquipmentPos(equipment); }
public static void UpdateInfo(InventoryItem item, PlayerInventorySlot inventory, PlayerEquipmentSlot equipment) { if (item == null) { return; } itemIcon.sprite = item.itemIcon; itemName.text = item.itemName; itemDesc.text = item.itemDescription; itemType.text = item.itemType.ToString(); if (inventory != null) { InventoryPos(inventory); } if (equipment != null) { EquipmentPos(equipment); } }