/// <summary> /// Create and Instantiate a new the dress in Shopping Screen. /// </summary> /// <param name="name">Name.</param> /// <param name="icon">Icon.</param> /// <param name="unlocked">If set to <c>true</c> unlocked.</param> /// <param name="purchased">If set to <c>true</c> purchased.</param> /// <param name="gender">Gender.</param> /// <param name="level">Level.</param> /// <param name="price">Price.</param> /// <param name="gems">Gems.</param> /// <param name="index">Index.</param> public void AddSaloonItem(int category, string name, Sprite icon, bool unlocked, bool purchased, GenderEnum gender, int level, int price, int gems, string[] bodyparts, Sprite[] White_Images /*, Sprite[] Brown_Images, Sprite[] Black_Images*/, bool vip) { SaloonItem itemData = new SaloonItem(category, name, 0, icon, unlocked, purchased, gender, level, price, gems, bodyparts, White_Images /*, Brown_Images, Black_Images*/, vip); GameObject Go = Instantiate(ItemsPrefab, Vector3.zero, Quaternion.identity) as GameObject; Go.transform.parent = HairContainer.transform; Go.transform.localScale = Vector3.one; Init(Go, itemData); }
public void UpdateSaloon(SaloonInfo info, string Name, string SubCategory, int level, int Coins, int Gems, int Id, int vipsub) { // SaloonInfo info = SaloonPrefab.GetComponent<SaloonInfo> (); int subcat = 0; switch (SubCategory) { case "Hair": subcat = 0; break; default: subcat = 0; break; } var gender = (GenderEnum)info.Gender; SaloonItem ItemData = new SaloonItem(subcat, info.name, Id, info.Icon, false, false, gender, level, Coins, Gems, info.BodyPartName.ToArray(), info.BodyPartSprites.ToArray() /*, * info.BodyPartSprites_Brown.ToArray (), * info.BodyPartSprites_Black.ToArray ()*/ , vipsub == 1?true:false); AllItems.Add(ItemData); List <GameObject> Targets = new List <GameObject> (); //TODO: create a prefab variable in roommates available data so that we can change the data there and also here we can add // foreach (GameObject go in RoommateManager.Instance.RoommatesAvailable) { // Targets.Add (go); // } foreach (GameObject go in RoommateManager.Instance.RoommatesHired) { Targets.Add(go); } Targets.Add(PlayerManager.Instance.MainCharacter); }
void ApplyDress() { var Originaldumyy = DressManager.Instance.dummyCharacter; foreach (var dresskey in Data.Dresses.Keys) { var DressCat = dresskey; var DressId = Data.Dresses [dresskey]; if (DressCat.Contains("Hair")) { SaloonItem hairItem = FindSaloon(DressId); if (hairItem != null) { DressManager.Instance.dummyCharacter = transform.gameObject; // if (Data.SkinColor == 1) // DressManager.Instance.ChangeDressForDummyCharacter (hairItem.PartName, hairItem.HairImages); // else if (Data.SkinColor == 2) // DressManager.Instance.ChangeDressForDummyCharacter (hairItem.PartName, hairItem.Brown_Images); // else if (Data.SkinColor == 3) // DressManager.Instance.ChangeDressForDummyCharacter (hairItem.PartName, hairItem.Black_Images); // else DressManager.Instance.ChangeHairsForDummyCharacter(hairItem.PartName, hairItem.HairImages); } } else { DressItem mydress = FindDress(DressId); if (mydress != null) { DressManager.Instance.dummyCharacter = transform.gameObject; // if (Data.SkinColor == 1) // DressManager.Instance.ChangeDressForDummyCharacter (mydress.PartName, mydress.DressesImages); // else if (Data.SkinColor == 2) // DressManager.Instance.ChangeDressForDummyCharacter (mydress.PartName, mydress.Brown_Images); // else if (Data.SkinColor == 3) // DressManager.Instance.ChangeDressForDummyCharacter (mydress.PartName, mydress.Black_Images); // else DressManager.Instance.ChangeDressForDummyCharacter(mydress.PartName, mydress.DressesImages); } } } DressManager.Instance.dummyCharacter = Originaldumyy; }
public void UpdateItem(SaloonItem item) { TempAllItem.Remove(item); item.Purchased = true; TempAllItem.Add(item); }
public void Init(GameObject target, SaloonItem item) { var dresstarget = target.GetComponent <SaloonView> (); dresstarget.thisItem = item; }