public void SetSlotWithoutNotifyingInventory(ItemSaveFile newItem)
        {
            if (newItem != null && newItem.ID != ItemID.Empty)
            {
                //Status
                currentItem     = ItemDirectory.GetItem(newItem.ID);
                itemHasCooldown = currentItem.HasCooldown;
                hasValidItem    = true;

                //Description
                descriptionText.text = currentItem.description;
                itemNameText.text    = currentItem.itemName;

                //Set icon
                image.sprite   = currentItem.icon;
                countText.text = (currentItem.IsStackable && newItem.stacks > 1) ? newItem.stacks.ToString() : string.Empty;

                //Set reference
                this.itemFile = newItem;
            }
            else
            {
                ClearSlotWithoutNotifyingInventory();
            }
        }
 protected override void OnItemSlotted(int slotIndex)
 {
     if (startedSelling)
     {
         //Item sold, give player money
         player.AddMoney((int)(ItemDirectory.GetItem(itemList[slotIndex].ID).price * 0.5f));
     }
 }
 public void DragAndDraop_DropItemOnGroundAndNotifyInventory()
 {
     if (HasFile)
     {
         ItemDirectory.SpawnItemAtPlayerPosition(itemFile);
         inventory.SlotRequest_ClearSlot(slotIndex);
     }
 }
Пример #4
0
        void Awake()
        {
            Instance = this;

            foreach (var item in items)
            {
                lookup.Add(item.ID, item);
            }
        }
Пример #5
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 public bool SlotRequest_TryStackItem(ItemSaveFile newFile, int slotIndex)
 {
     if (itemList[slotIndex].ID == newFile.ID && ItemDirectory.GetItem(newFile.ID).IsStackable)
     {
         itemList[slotIndex].stacks += newFile.stacks;
         InvokeEvent_SlotChange(slotIndex);
         return(true);
     }
     return(false);
 }
Пример #6
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        public void StartDrag(UIItemSlot uiSlot, ItemSaveFile itemFile)
        {
            if (itemFile != null && itemFile.ID != ItemID.Empty)
            {
                IsDragging = true;

                startingSlot = uiSlot;
                startingFile = itemFile;

                image.sprite  = ItemDirectory.GetItem(itemFile.ID).icon;
                image.enabled = true;
            }
        }
 public void UpdateQuest(Quest quest)
 {
     //Go through all the reward icon and fill them on screen
     for (int i = 0; i < rewardIcons.Count; i++)
     {
         if (i < quest.ItemRewards.Length)
         {
             rewardIcons[i].sprite  = ItemDirectory.GetItem(quest.ItemRewards[i]).icon;
             rewardIcons[i].enabled = true;
         }
         else
         {
             rewardIcons[i].enabled = false;
         }
     }
 }
        bool TryGetItem(out Item item)
        {
            item = null;
            ItemSaveFile itemSaveFile = inventory.ItemList[slotIndex];

            if (itemSaveFile != null)
            {
                ItemID id = itemSaveFile.ID;
                if (id != ItemID.Empty)
                {
                    item = ItemDirectory.GetItem(itemSaveFile.ID);
                    return(true);
                }
            }
            return(false);
        }
        public void CollectedRewards()
        {
            npc.Quest.CollectedRewards();

            //Hide all the reward images!
            for (int i = 0; i < rewardImages.Length; i++)
            {
                rewardImages[i].enabled = false;
            }

            OnlyRevealNecessaryButtons();

            //Go through the rewards, and give the player the reward if they have inventory space, otherwise drop the reward on the ground
            foreach (var itemID in npc.Quest.ItemRewards)
            {
                if (!player.Inventory.TryPickUpItem(ItemDirectory.GetItem(itemID)))
                {
                    ItemDirectory.GetItem(itemID).SpawnItem(player.transform.position);
                }
            }
        }
        //NPC tells this script, the QuestInterfaceController, to reveal the quest page by the NPC
        public void Initialize(NPC npc)
        {
            this.npc             = npc;
            nameText.text        = npc.Quest.QuestName;
            descriptionText.text = npc.Quest.Description;

            //Display the reward images
            for (int i = 0; i < rewardImages.Length; i++)
            {
                if (i < npc.Quest.ItemRewards.Length)
                {
                    rewardImages[i].enabled = true;
                    rewardImages[i].sprite  = ItemDirectory.GetItem(npc.Quest.ItemRewards[i]).icon;
                }
                else
                {
                    rewardImages[i].enabled = false;
                }
            }

            //Display and hide buttons based on status
            OnlyRevealNecessaryButtons();
        }
Пример #11
0
 protected Item GetItemFromID(ItemID ID) => ItemDirectory.GetItem(ID);