void LoadItemFromSlot(IconBase iconBase) { ResourcesManager resourceManager = ResourcesManager.Instance; switch (currentEqSlot.eqSlotType) { case EquipmentSlotType.Weapons: LoadWeaponItem(resourceManager, iconBase); break; case EquipmentSlotType.Arrows: break; case EquipmentSlotType.Bolts: break; case EquipmentSlotType.Equipment: UpdateItemSlotInfo(resourceManager, iconBase, Itemtype.Equipment); break; case EquipmentSlotType.Rings: break; case EquipmentSlotType.Covenant: break; case EquipmentSlotType.Consumables: UpdateItemSlotInfo(resourceManager, iconBase, Itemtype.Consumable); break; default: break; } }
public void SelectGesture(bool pos) { if (pos) { gestureIndex++; } else { gestureIndex--; } if (gestureIndex < 0) { gestureIndex = gestures.Count - 1; } if (gestureIndex > gestures.Count - 1) { gestureIndex = 0; } if (gestures[gestureIndex] == null) { Debug.Log("No such gesture found @ index: " + gestureIndex); } IconBase iconBase = gestures[gestureIndex].iconBase; gestureSelector.transform.SetParent(iconBase.transform); gestureSelector.anchoredPosition = Vector2.zero; currentGestureAnim = gestures[gestureIndex].targetAnim; closeWeapons = gestures[gestureIndex].closeWeapons; }
/// <summary> ///Load items to inventory UI in Left Equipment Panel /// </summary> /// <param name="itemType">Item Type</param> public void LoadCurrentItems(Itemtype itemType) { //List<Item> itemList = session.GetItemsAsList(item); List <ItemInventoryInstance> itemList = session.GetItemInstanceList(itemType); if (itemList == null || itemList.Count == 0) { return; } GameObject prefabSlot = equipment_Left.leftInventory.inventorySlotTemplate; Transform parent = equipment_Left.leftInventory.slotGrid.transform; int diff = iconSlotsCreated.Count - itemList.Count; int extra = (diff > 0) ? diff : 0; maxInv_Index = itemList.Count; currentCreatedItems = new List <IconBase>(); //By default, set currently selected item the first one in the inventory list currentInv_Index = 0; for (int i = 0; i < itemList.Count + extra; i++) { if (i > itemList.Count - 1) { iconSlotsCreated[i].gameObject.SetActive(false); continue; } Item item = ResourcesManager.Instance.GetItem(itemList[i].itemId, itemType); IconBase icon = null; if (iconSlotsCreated.Count - 1 < i) { GameObject go = Instantiate(prefabSlot) as GameObject; go.transform.SetParent(parent); go.SetActive(true); icon = go.GetComponent <IconBase>(); iconSlotsCreated.Add(icon); } else { icon = iconSlotsCreated[i]; } currentCreatedItems.Add(icon); icon.gameObject.SetActive(true); icon.icon.enabled = true; icon.icon.sprite = item.itemIcon; icon.id = itemList[i].uniqueId; } }
void LoadWeaponItem(ResourcesManager resManager, IconBase icon) { ItemInventoryInstance invInstance = session.GetWeaponItem(icon.id); string weaponID = invInstance.itemId; WeaponStats weaponStats = resManager.GetWeaponStats(weaponID); Item item = resManager.GetItem(weaponID, Itemtype.Weapon); equipment_Left.currentItem.text = item.name_item; //Update Center Overlay UI Panel UpdateCenterOverlay(item); center_Overlay.skillName.text = weaponStats.skillName; //Center Main UI weaponInfo.smallIcon.sprite = item.itemIcon; weaponInfo.itemName.text = item.name_item; weaponInfo.weaponType.text = weaponStats.weaponType; weaponInfo.damageType.text = weaponStats.damageType; weaponInfo.skillName.text = weaponStats.skillName; weaponInfo.weightCost.text = weaponStats.weightCost.ToString(); //Update the min durability!!! weaponInfo.durability_Min.text = weaponInfo.durability_Max.ToString(); weaponInfo.durability_Max.text = weaponInfo.durability_Max.ToString(); //Attack Power UpdateAttackDefenseUIElement(weaponInfo.attackPowerSlots, AttackDefenseType.Physical, weaponStats.attackPhysical.ToString()); UpdateAttackDefenseUIElement(weaponInfo.attackPowerSlots, AttackDefenseType.Magic, weaponStats.attackMagic.ToString()); UpdateAttackDefenseUIElement(weaponInfo.attackPowerSlots, AttackDefenseType.Fire, weaponStats.attackFire.ToString()); UpdateAttackDefenseUIElement(weaponInfo.attackPowerSlots, AttackDefenseType.Lightning, weaponStats.attackLigthning.ToString()); UpdateAttackDefenseUIElement(weaponInfo.attackPowerSlots, AttackDefenseType.Dark, weaponStats.attackDark.ToString()); UpdateAttackDefenseUIElement(weaponInfo.attackPowerSlots, AttackDefenseType.Critical, weaponStats.attackCritical.ToString()); UpdateAttackDefenseUIElement(weaponInfo.additionalEffects, AttackDefenseType.Frost, weaponStats.attackFrost.ToString(), true); UpdateAttackDefenseUIElement(weaponInfo.additionalEffects, AttackDefenseType.Curse, weaponStats.attackCurse.ToString(), true); //UpdateAttackDefenseUIElement(weaponInfo.additionalEffects, AttackDefenseType.Poison, weaponStats.poisonDamage.ToString()); //UpdateAttackDefenseUIElement(weaponInfo.additionalEffects, AttackDefenseType.Bleed, weaponStats.frostDamage.ToString(), true); //Guard Absorptions UpdateAttackDefenseUIElement(weaponInfo.guardAbsorptions, AttackDefenseType.Physical, weaponStats.defensePhysical.ToString()); UpdateAttackDefenseUIElement(weaponInfo.guardAbsorptions, AttackDefenseType.Magic, weaponStats.defenseMagic.ToString()); UpdateAttackDefenseUIElement(weaponInfo.guardAbsorptions, AttackDefenseType.Fire, weaponStats.defenseFire.ToString()); UpdateAttackDefenseUIElement(weaponInfo.guardAbsorptions, AttackDefenseType.Lightning, weaponStats.defenseLigthning.ToString()); UpdateAttackDefenseUIElement(weaponInfo.guardAbsorptions, AttackDefenseType.Dark, weaponStats.defenseDark.ToString()); UpdateAttackDefenseUIElement(weaponInfo.guardAbsorptions, AttackDefenseType.Dark, weaponStats.defenseDark.ToString()); UpdateAttackDefenseUIElement(weaponInfo.guardAbsorptions, AttackDefenseType.Stability, weaponStats.defenseStability.ToString()); }
void CreateGestureUI() { for (int i = 0; i < gestures.Count; i++) { GameObject go = Instantiate(gestureIconTemplate) as GameObject; go.transform.SetParent(gesturesGrid.transform); go.transform.localScale = Vector3.one; go.SetActive(true); IconBase iconBase = go.GetComponent <IconBase>(); iconBase.icon.sprite = gestures[i].iconSprite; gestures[i].iconBase = iconBase; } gesturesGrid.SetActive(false); gestureSelector.gameObject.SetActive(false); //By default, the first gesture in the list is selected gestureIndex = 1; SelectGesture(false); }
public void Tick() { inputUI.Tick(); HandleUIState(inputUI); if (prevEqSlot != currentEqSlot) { if (currentEqSlot != null) { equipment_Left.slotName.text = currentEqSlot.slotName; LoadItemFromSlot(currentEqSlot.iconBase); } } if (currentCreatedItems != null) { if (currentCreatedItems.Count > 0) { if (previousInv_Index != currentInv_Index) { if (currentInvIcon) { currentInvIcon.background.color = slotUnSelectedColor; } if (currentInv_Index < currentCreatedItems.Count) { currentInvIcon = currentCreatedItems[currentInv_Index]; currentInvIcon.background.color = slotSelectedColor; LoadItemFromSlot(currentInvIcon); } } } } prevEqSlot = currentEqSlot; previousInv_Index = currentInv_Index; }
void UpdateItemSlotInfo(ResourcesManager resManager, IconBase iconBase, Itemtype itemtype) { ItemInventoryInstance invInstance = null; if (!centerOverlayIsOpen) { centerOverlay.SetActive(false); } centerOverlay.SetActive(false); switch (itemtype) { case Itemtype.Spell: break; case Itemtype.Consumable: invInstance = session.GetConsumableItem(iconBase.id); centerOverlay.SetActive(true); break; case Itemtype.Equipment: //invInstance = session.GetArmorItem(iconBase.id); centerOverlay.SetActive(true); break; default: break; } string itemID = invInstance.itemId; Item item = resManager.GetItem(itemID, itemtype); UpdateCenterOverlay(item); equipment_Left.currentItem.text = item.name_item; }