Пример #1
0
        void LoadDefaultEquipment()
        {
            foreach (ScriptableItem item in inventory)
            {
                ScriptableEquipment equipment = item as ScriptableEquipment;

                if (equipment != null)
                {
                    equipment.Equip(this.gameObject);
                }
            }
        }
Пример #2
0
        private void OnTriggerEnter(Collider other)
        {
            if (other.gameObject.tag == "Player")
            {
                foreach (ScriptableItem item in itemsToPick)
                {
                    other.GetComponent <CharacterInventory>().Add(item);

                    ScriptableEquipment equipment = item as ScriptableEquipment;

                    if (equipment != null)
                    {
                        if (equipOnPickup)
                        {
                            equipment.Equip(other.gameObject);
                        }
                    }
                }

                isCollected = true;

                Deactivate();
            }
        }
        public void Draw()
        {
            // Clean panel first
            foreach (Transform child in slotPanel.transform)
            {
                Destroy(child.gameObject);
            }

            // Get all the equipment slots in the equipment panel and remove all sprites initially
            // Since we can't have any equipped slot sprites in the beginning of the draw
            foreach (Transform equipSlot in equipmentPanel.transform)
            {
                Transform go = equipSlot.gameObject.transform;

                if (go.childCount <= 0)
                {
                    continue;
                }

                Image img = go.GetChild(2).gameObject.GetComponent <Image>();
                if (img)
                {
                    img.sprite = null;
                }
            }

            // Store reference for performance
            List <ScriptableItem> visited        = new List <ScriptableItem>();
            List <GameObject>     visitedButtons = new List <GameObject>();

            foreach (ScriptableItem item in inventory)
            {
                GameObject itemButton = null;

                int visitedIndex = item.stackable ? visited.FindIndex(entry => entry.name == item.name) : -1;

                // Check if visited contains this item
                if (visitedIndex != -1)
                {
                    GameObject stackCounter = FindNestedGameObjectByTag(visitedButtons[visitedIndex], UI_INVENTORY_STACK);
                    itemButton = visitedButtons[visitedIndex];

                    // Count all existing items so far
                    int count = inventory.FindAll(inventoryItem => inventoryItem.name == visited[visitedIndex].name).Count;
                    if (stackCounter != null)
                    {
                        stackCounter.GetComponent <Text>().text = "x" + count;
                    }
                }
                else
                {
                    // Register item in visited list for stackable cases
                    visited.Add(item);

                    // Instantiate Item Button
                    itemButton = Instantiate(itemButtonPrefab);
                    visitedButtons.Add(itemButton);
                }

                // Icon imagery logic
                GameObject sprite = FindNestedGameObjectByTag(itemButton, UI_INVENTORY_IMAGE);
                if (sprite != null)
                {
                    sprite.GetComponent <Image>().sprite = item.itemSprite;
                }

                // Parent item button to panel
                itemButton.transform.SetParent(slotPanel.transform);

                Button itemBtn = itemButton.GetComponent <Button>();
                itemBtn.onClick.RemoveAllListeners();

                if (item.itemType == ItemEnum.ITEM)
                {
                    itemBtn.onClick.AddListener(() =>
                    {
                        item.Consume(inventoryOwner);


                        // Refresh inventory panel
                        Draw();
                    });
                }

                if (item.itemType == ItemEnum.EQUIPMENT || item.itemType == ItemEnum.WEAPON)
                {
                    var equipment = new ScriptableEquipment();

                    if (item.itemType == ItemEnum.EQUIPMENT)
                    {
                        equipment = (ScriptableEquipment)item;
                    }

                    if (item.itemType == ItemEnum.WEAPON)
                    {
                        equipment = (ScriptableWeapon)item;
                    }


                    bool itemIsEquipped = currentCharacterEquipmentSlot.GetSlot(equipment.bodyPart)?.equipment == equipment;

                    // Look for sprite gameobject to update its sprite
                    GetSlotButton(equipment.bodyPart).transform.GetChild(2).GetComponent <Image>().sprite = itemIsEquipped ? equipment.itemSprite : null;

                    FindNestedGameObjectByTag(itemButton, UI_INVENTORY_EQUIPPED).GetComponent <Image>().enabled = itemIsEquipped;

                    // Add item data to draggable slot
                    itemBtn.GetComponent <ItemData>().itemOwner    = this.inventoryOwner;
                    itemBtn.GetComponent <ItemData>().inventoryUI  = this.gameObject;
                    itemBtn.GetComponent <ItemData>().equippedItem = equipment;

                    itemBtn.onClick.AddListener(() =>
                    {
                        Slot slot = currentCharacterEquipmentSlot.GetSlot(equipment.bodyPart);
                        FindNestedGameObjectByTag(itemButton, UI_INVENTORY_EQUIPPED).GetComponent <Image>().enabled = false;

                        // Item is already equipped?
                        if (slot?.equipment == equipment)
                        {
                            equipment.Unequip(inventoryOwner);
                            Draw();
                            return;
                        }

                        // Unequip current slot before attempting to equip new item
                        if (slot?.equipment != null)
                        {
                            slot.equipment.Unequip(inventoryOwner);
                        }

                        // Slot is free. Equip item
                        equipment.Equip(inventoryOwner);

                        FindNestedGameObjectByTag(itemButton, UI_INVENTORY_EQUIPPED).GetComponent <Image>().enabled = true;

                        // Update UI to update UI_INVENTORY_EQUIPPED borders for active items
                        Draw();
                    });
                }
            }
        }