Пример #1
0
        //Try to drop the item to ground
        private void DropItem()
        {
            //Get the item to drop
            Item item = dragObject != null ? dragObject.item : ObservedItem;

            //Check if the item is droppable
            if (item != null && item.IsDroppable)
            {
                //Get item prefab
                GameObject prefab = item.OverridePrefab != null ? item.OverridePrefab : item.Prefab;
                RaycastHit hit;
                Vector3    position = Vector3.zero;
                Vector3    forward  = Vector3.zero;
                if (InventoryManager.current.PlayerInfo.transform != null)
                {
                    position = InventoryManager.current.PlayerInfo.transform.position;
                    forward  = InventoryManager.current.PlayerInfo.transform.forward;
                }

                //Cast a ray from mouse postion to ground
                if (Physics.Raycast(Camera.main.ScreenPointToRay(Input.mousePosition), out hit) && !UnityTools.IsPointerOverUI())
                {
                    //Clamp the drop distance to max drop distance defined in setting.
                    Vector3 worldPos = hit.point;
                    Vector3 diff     = worldPos - position;
                    float   distance = diff.magnitude;
                    if (distance > (InventoryManager.DefaultSettings.maxDropDistance - (transform.localScale.x / 2)))
                    {
                        position = position + (diff / distance) * InventoryManager.DefaultSettings.maxDropDistance;
                    }
                    else
                    {
                        position = worldPos;
                    }
                }
                else
                {
                    position = position + forward;
                }

                //Instantiate the prefab at position
                GameObject go = InventoryManager.Instantiate(prefab, position + Vector3.up * 0.3f, Quaternion.identity);
                go.name = go.name.Replace("(Clone)", "");
                //Reset the item collection of the prefab with this item
                ItemCollection collection = go.GetComponent <ItemCollection>();
                if (collection != null)
                {
                    collection.Clear();
                    collection.Add(item);
                }
                ItemContainer.RemoveItemCompletely(item);
                Container.NotifyDropItem(item, go);
            }
        }
Пример #2
0
        private IEnumerator Refill(ItemCollection collection)
        {
            while (true)
            {
                if (collection.IsEmpty)
                {
                    yield return(new WaitForSeconds(m_Refill));

                    collection.Add(GenerateItems().ToArray());
                }
                yield return(new WaitForSeconds(3f));
            }
        }
Пример #3
0
        private void DropItem(Item item)
        {
            GameObject prefab   = item.OverridePrefab != null ? item.OverridePrefab : item.Prefab;
            float      angle    = Random.Range(0f, 360f);
            float      x        = (float)(InventoryManager.DefaultSettings.maxDropDistance * Mathf.Cos(angle * Mathf.PI / 180f)) + gameObject.transform.position.x;
            float      z        = (float)(InventoryManager.DefaultSettings.maxDropDistance * Mathf.Sin(angle * Mathf.PI / 180f)) + gameObject.transform.position.z;
            Vector3    position = new Vector3(x, 1f, z);

            GameObject     go         = InventoryManager.Instantiate(prefab, position, Random.rotation);
            ItemCollection collection = go.GetComponent <ItemCollection>();

            if (collection != null)
            {
                collection.Clear();
                collection.Add(item);
            }
        }
Пример #4
0
        private void SetupPrefab(SerializedProperty prefabProperty)
        {
            if (prefabProperty.objectReferenceValue != null)
            {
                GameObject mPrefab = prefabProperty.objectReferenceValue as GameObject;
                if (mPrefab.GetComponent <Trigger>() == null ||
                    mPrefab.GetComponent <Collider>() == null ||
                    mPrefab.GetComponent <Rigidbody>() == null)
                {
                    Color color = GUI.backgroundColor;
                    GUI.backgroundColor = Color.red;
                    if (GUILayout.Button("Setup", GUILayout.Width(70)))
                    {
                        GameObject prefab = (GameObject)Instantiate(mPrefab);
                        if (prefab.GetComponent <Trigger>() == null)
                        {
                            Trigger trigger = prefab.AddComponent <Trigger>();
                            //trigger.actions.Add(prefab.AddComponent<CanPickup>());

                            /*SetEnabled setEnabled = prefab.AddComponent<SetEnabled>();
                             * SerializedObject setEnabledObject = new SerializedObject(setEnabled);
                             * setEnabledObject.Update();
                             * setEnabledObject.FindProperty("m_ComponentName").stringValue = "ThirdPersonController";
                             * setEnabledObject.FindProperty("m_Enable").boolValue = false;
                             * setEnabledObject.ApplyModifiedProperties();
                             * trigger.actions.Add(setEnabled);
                             * trigger.actions.Add(prefab.AddComponent<LookAtTrigger>());
                             * trigger.actions.Add(prefab.AddComponent<CrossFade>());
                             * trigger.actions.Add(prefab.AddComponent<Wait>());
                             * trigger.actions.Add(prefab.AddComponent<Pickup>());
                             * setEnabled = prefab.AddComponent<SetEnabled>();
                             * setEnabledObject = new SerializedObject(setEnabled);
                             * setEnabledObject.Update();
                             * setEnabledObject.FindProperty("m_ComponentName").stringValue = "ThirdPersonController";
                             * setEnabledObject.FindProperty("m_Enable").boolValue = true;
                             * setEnabledObject.ApplyModifiedProperties();
                             * trigger.actions.Add(setEnabled);*/
                        }

                        if (prefab.GetComponent <ItemCollection>() == null)
                        {
                            ItemCollection collection = prefab.AddComponent <ItemCollection>();
                            collection.Add((Item)target);
                        }

                        if (prefab.GetComponent <Collider>() == null)
                        {
                            MeshCollider collider = prefab.AddComponent <MeshCollider>();
                            collider.convex = true;
                        }
                        if (prefab.GetComponent <Rigidbody>() == null)
                        {
                            prefab.AddComponent <Rigidbody>();
                        }
#if PUN
                        if (prefab.GetComponent <PhotonView> () == null)
                        {
                            prefab.AddComponent <PhotonView> ();
                        }
#endif

                        string mPath = EditorUtility.SaveFilePanelInProject(
                            "Create Prefab" + prefab.name,
                            "New " + prefab.name + ".prefab",
                            "prefab", "");
                        if (!string.IsNullOrEmpty(mPath))
                        {
                            GameObject mGameObject = PrefabUtility.SaveAsPrefabAsset(prefab, mPath);
                            AssetDatabase.SaveAssets();
                            prefabProperty.objectReferenceValue = mGameObject;
                        }
                        DestroyImmediate(prefab);
                    }
                    GUI.backgroundColor = color;
                }
            }
        }
        private void Start()
        {
            ItemCollection collection = GetComponent <ItemCollection>();

            collection.Add(GenerateItems().ToArray());
        }