public void GenerateLoot(GameObject holder)
    {
        Holder chipHolder = holder.GetComponent <Holder>();

        chipHolder.ClearChips();

        //Easiest to get stats chips, medium to get attack chips, hard to get UI chips
        int StatsChipWeightage   = ChipLibraryStats.Count * 3;
        int AttackChipsWeightage = ChipLibraryAttacks.Count * 2; //For this demo set Attack Chip Weightage to 0
        int UIChipWeightage      = ChipLibraryUI.Count * 1 * 0;  //For this demo set UI Chip Weightage to 0
        int MaxWeightage         = StatsChipWeightage + AttackChipsWeightage + UIChipWeightage;
        int NumberOfChips        = Random.Range(1, 4);

        for (int i = 0; i < NumberOfChips; ++i)
        {
            int ID            = 0;
            int ChipWeightage = Random.Range(0, MaxWeightage);
            if (ChipWeightage >= StatsChipWeightage)
            {
                ChipWeightage -= StatsChipWeightage;
                ++ID;

                if (ChipWeightage >= UIChipWeightage)
                {
                    ChipWeightage -= UIChipWeightage;
                    ++ID;
                }
            }

            //Debug.Log("CHIP WEIGHTAGE" + ChipWeightage);
            //Debug.Log("TYPE" + ID);
            Chip newChip = new Chip();
            switch (ID)
            {
            //Stats Chip
            case 0:
                newChip.CopyChip(ChipLibraryStats[ChipWeightage / 3]);
                break;

            case 1:
                newChip.CopyChip(ChipLibraryUI[ChipWeightage / 1]);
                break;

            case 2:
                newChip.CopyChip(ChipLibraryAttacks[ChipWeightage / 2]);
                break;

            default:
                break;
            }
            chipHolder.AddChip(newChip);
        }

        //chipHolder.AddChip(ChipLibraryStats[0]);
        //chipHolder.AddChip(ChipLibraryStats[1]);
        LootChips = chipHolder.Chips;
    }
    public bool AddChip(Chip newChip)
    {
        if (CurChipSize + newChip.ChipSize > MaxChipSize)
        {
            return(false);
        }

        AttachedChips.Add(newChip);
        CurChipSize += newChip.ChipSize;
        SortChips();
        DisplayChips();

        return(true);
    }
示例#3
0
    /// <summary>
    /// 初始化
    /// </summary>
    void Awake()
    {
        ins = this;
        Application.runInBackground            = true;
        UserName.GetComponent <UILabel>().text = LoginInfo.Instance().mylogindata.username;


        //    StartCoroutine(ShowImage());

        for (int i = 0; i < ChipNumberBtn.Length; i++)
        {
            //ChipNumberBtn[i].transform.GetComponent<B>().onClick.add
            UIEventListener.Get(ChipNumberBtn[i]).onClick = OnClick;
        }

        for (int i = 0; i < btns.Length; i++)
        {
            UIEventListener.Get(btns[i].gameObject).onClick = OnChipClick;
        }
        // SetSprite(false);
    }
    void CreateDefaultChips()
    {
        Chip newChip;

        foreach (Chip c in ChipLibraryUI)
        {
            //AddChip is not used here cause SortChips and DisplayChips will be called multiple times. This will be handled manually
            newChip = new Chip();
            newChip.CopyChip(c);
            AttachedChips.Add(newChip);
            CurChipSize += newChip.ChipSize;
        }

        /* foreach (Chip c in ChipLibraryAttacks)
         * {
         *  newChip = new Chip();
         *  newChip.CopyChip(c);
         *  AttachedChips.Add(newChip);
         * } */

        UpdateUIChips();
        SortChips();
        DisplayChips();
    }
 public void AddChip(Chip newChip)
 {
     Chips.Add(newChip);
 }
    void TransferChip()
    {
        if (SelectedChipInventory != -1)
        {
            Chip newChip = new Chip();
            newChip.CopyChip(AttachedChips[SelectedChipInventory]);

            CurChipSize -= newChip.ChipSize;
            LastDeadboi.GetComponent <ChipHolder>().Chips.Add(newChip);
            AttachedChips.RemoveAt(SelectedChipInventory);

            if (newChip.ChipType == Chip.CType.STAT)
            {
                UpdateStatsChips();
            }
            else if (newChip.ChipType == Chip.CType.UI)
            {
                UpdateUIChips();
            }

            DisplayChips();
            DisplayLoot(LastDeadboi);
            SelectedChipInventory = -1;
            SelectedChipLoot      = -1;
        }
        else if (SelectedChipLoot != -1)
        {
            //Chip chip = LootChips[selectedChip];
            Chip chip = LastDeadboi.GetComponent <ChipHolder>().Chips[SelectedChipLoot];
            //Debug.Log(selectedChip);

            bool success = AddChip(LootChips[SelectedChipLoot]);

            if (!success)
            {
                return;
            }

            if (chip.ChipType == Chip.CType.UI)
            {
                UpdateUIChips();
            }
            else if (chip.ChipType == Chip.CType.STAT)
            {
                UpdateStatsChips();
            }
            //instance.GetComponent<ChipHolder>().Chips.RemoveAt(selectedChip);
            LastDeadboi.GetComponent <ChipHolder>().Chips.RemoveAt(SelectedChipLoot);
            //LootChips.RemoveAt(selectedChip);

            foreach (Chip c in LastDeadboi.GetComponent <ChipHolder>().Chips)
            {
                if (c.ChipPosition > SelectedChipLoot)
                {
                    --c.ChipPosition;
                }
            }
            DisplayLoot(LastDeadboi);
            SelectedChipInventory = -1;
            SelectedChipLoot      = -1;
        }
    }