public void SwapAbility(SelectedItem item1, SelectedItem item2) { item1.headList.displays[item1.index].Select(false); item2.headList.displays[item2.index].Select(false); if (item1.headList.abilities[item1.index] == null) { SwapWithEmpty(item1, item2); return; } else if (item2.headList.abilities[item2.index] == null) { SwapWithEmpty(item2, item1); return; } Ability ability1 = item1.headList.abilities[item1.index]; Ability ability2 = item2.headList.abilities[item2.index]; item1.headList.abilities[item1.index] = ability2; item2.headList.abilities[item2.index] = ability1; Debug.Log(item1.headList.abilities[item1.index]._name); Debug.Log(item2.headList.abilities[item2.index]._name); selectTyp = currentSelection.selectAbility; if (currentList != 0) { currentList = 0; } UpdateUI(); }
public void GoToSelectTyp() { SelectedFolder_p = null; SelectedFolder_p = null; ability_selected = null; CS = currentSelection.selectTyp; UI.GetComponent <TestUI>().EmptyBackpack(); UI.GetComponent <TestUI>().EmptyPlayer(); }
public void GoToAbilitySelector(int typ) { SelectedFolder_p = playerStats.Ability_typs[typ]; SelectedFolder_b = backpack.abilities[typ]; BackPackAbilityUI(); PlayerAbilityUI(); ability_selected = null; CS = currentSelection.selectAbility; Seach_in_backpack = false; }
public void GoToSelectAction(Ability ability) { Seach_in_backpack = !Seach_in_backpack; ability_selected = ability; UI.GetComponent <TestUI>().SetStatUI(ability_selected, ActionUI(ability_selected)); CS = currentSelection.selectAction; UI.GetComponent <TestUI>().SetPNumberEmpty(); UI.GetComponent <TestUI>().SetBNumberEmpty(); Debug.Log(ability_selected._name); }
public void GoToAbilitySelector(Player_universal.Ability_Typ SelectedFolder_1, Player_universal.Ability_Typ SelectedFolder_2) { SelectedFolder_p = SelectedFolder_1; SelectedFolder_b = SelectedFolder_2; BackPackAbilityUI(); PlayerAbilityUI(); ability_selected = null; CS = currentSelection.selectAbility; UI.GetComponent <TestUI>().EmptyAction(); Debug.Log(SelectedFolder_p._name); SetNumbers(Seach_in_backpack); }
public void GoToAdd(SelectedItem cItem) { currentItem = cItem; if (currentList == 0) { currentList = 1; ShowPage(currentList); } else { currentList = 0; } selectTyp = currentSelection.selectAdd; }
public void SwapWithEmpty(SelectedItem empty, SelectedItem item) { Ability ability = item.headList.abilities[item.index]; empty.headList.abilities[empty.index] = ability; item.headList.abilities[item.index] = null; selectTyp = currentSelection.selectAbility; if (currentList != 0) { currentList = 0; } UpdateUI(); }
public void GoToSwap() { if (currentList == 0) { currentList = 1; ShowPage(currentList); } else { currentList = 0; } ASUI.SetVisible(false); PBUI.SetVisible(false); selectTyp = currentSelection.selectSwap; }
public void GoToSelectAction(int ability_int, bool fromBackPack) { if (fromBackPack) { ability_selected = SelectedFolder_b.abilities[ability_int]; } else { ability_selected = SelectedFolder_p.abilities[ability_int]; } UI.GetComponent <TestUI>().SetStatUI(ability_selected, ActionUI(ability_selected)); CS = currentSelection.selectAction; UI.GetComponent <TestUI>().SetPNumberEmpty(); UI.GetComponent <TestUI>().SetBNumberEmpty(); Debug.Log(ability_selected._name); }
public void ItemSelected(SelectedItem SI) { currentItem = SI; if (currenAbilityTyp == state.inBody) { PBUI.SetVisible(true); PBUI.ShowBody(SetBodyUI(SI)); } else { ASUI.SetUI(currentItem.headList.abilities[SI.index]); ASUI.SetVisible(true); } selectTyp = currentSelection.selectAction; SetActionText(SI.headList.abilities[SI.index]); }
public void UseItem(SelectedItem item) { AB.PlaySound(useItemSound, 1); var ability = item.headList.abilities[item.index]; var player = FindObjectOfType <PlayerStats>(); if (ability._cost_typ == Cost.mp) { if (player.mp < ability._cost) { Debug.Log("not enoght mana"); return; } player.mp -= ability._cost; } switch (ability._typ) { case ability_typ.heal: player.hp = Mathf.Min(player.hp_max, player.hp + ability.power + player.intellect / 2); break; case ability_typ.item_heal: player.hp = Mathf.Min(player.hp_max, player.hp + ability.power); break; case ability_typ.mp_heal: player.mp = Mathf.Min(player.mp_max, player.mp + ability.power); break; } if (ability._cost_typ == Cost.consumable) { item.headList.displays[item.index].Select(false); item.headList.abilities[item.index] = null; UpdateUI(); //SelectedFolder_p.abilities.Remove(ability); //UI.GetComponent<TestUI>().EmptyActionUI(); //UI.GetComponent<TestUI>().EmptyStatUI(); //GoToAbilitySelector(SelectedFolder_p, SelectedFolder_b); selectTyp = currentSelection.selectAbility; ASUI.SetVisible(false); PBUI.SetVisible(false); } }
public void Add(SelectedItem newItem, SelectedItem emptySlot) { newItem.headList.displays[newItem.index].Select(false); emptySlot.headList.displays[emptySlot.index].Select(false); Ability ability = newItem.headList.abilities[newItem.index]; emptySlot.headList.abilities.Add(ability); newItem.headList.abilities[newItem.index] = null; selectTyp = currentSelection.selectAbility; UpdateUI(); if (currentList == 0) { currentList = 1; ShowPage(currentList); } else { currentList = 0; } }
public void GoBack() { cursor.SetActive(false); switch (selectTyp) { case currentSelection.selectAbility: if (!FindObjectOfType <BackPackControle>().GetDelay()) { CloseMenu(); } break; case currentSelection.selectAction: PBUI.SetVisible(false); ASUI.SetVisible(false); currentItem.headList.displays[currentItem.index].Select(false); currentItem = null; selectTyp = currentSelection.selectAbility; break; case currentSelection.selectSwap: if (currenAbilityTyp == state.inBody) { PBUI.SetVisible(true); } else { ASUI.SetVisible(true); } selectTyp = currentSelection.selectAction; break; case currentSelection.selectAdd: PBUI.SetVisible(false); ASUI.SetVisible(false); currentItem = null; selectTyp = currentSelection.selectAbility; break; } }
public void ItemSelected(SelectedItem cItem, currentSelection CS) { AB.PlaySound(selectOption, 1); Debug.Log(abilitieLists_u[currentList].displays.Length); if (abilitieLists_u[currentList].displays[cItem.index]._number.text == "") { Debug.Log("emptySpaceBro"); return; } else if (abilitieLists_u[currentList].abilities.Count <= cItem.index) { if (selectTyp == currentSelection.selectAbility) { abilitieLists_u[currentList].displays[cItem.index].Select(true); GoToAdd(cItem); return; } else if (selectTyp == currentSelection.selectSwap) { Add(currentItem, cItem); return; } else { Debug.Log("emptySpaceBro"); return; } } else if (abilitieLists_u[currentList].abilities[cItem.index] == null) { if (selectTyp == currentSelection.selectAbility) { abilitieLists_u[currentList].displays[cItem.index].Select(true); currentItem = cItem; GoToSwap(); return; } else if (selectTyp == currentSelection.selectSwap) { SwapAbility(currentItem, cItem); return; } else { Debug.Log("emptySpaceBro"); return; } } switch (selectTyp) { case currentSelection.selectAbility: abilitieLists_u[currentList].displays[cItem.index].Select(true); ItemSelected(cItem); break; case currentSelection.selectAction: break; case currentSelection.selectSwap: SwapAbility(cItem, currentItem); break; case currentSelection.selectAdd: Add(cItem, currentItem); break; } }
public void GoToAdd() { Seach_in_backpack = true; CS = currentSelection.selectAdd; UI.GetComponent <TestUI>().EmptyAction(); }
public void GoToSwapScreen() { Seach_in_backpack = !Seach_in_backpack; CS = currentSelection.selectSwap; UI.GetComponent <TestUI>().EmptyActionUI(); }