Пример #1
0
    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);
    }
Пример #2
0
    //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);
        }
    }
Пример #3
0
    } // 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();
                //}
            }
        }
    }
Пример #4
0
    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);
    }
Пример #5
0
    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);
        }
    }