示例#1
0
 private void OnTriggerStay2D(Collider2D collision)
 {
     if (collision.CompareTag("Npc"))
     {
         CpuInventory cpuInventory = collision.GetComponent <CpuInventory>();
         cpuInventory.ShowInventory();
     }
 }
示例#2
0
 public void HideActualCpuInventory()
 {
     if (_cpuInventory != null)
     {
         _cpuInventory.HideIventory();
         _cpuInventory = null;
         this.gameObject.SetActive(false);
     }
 }
    void Update()
    {
        if (cpuInventoryUi != null)
        {
            CpuInventory cpuInventory = cpuInventoryUi.GetCpuInventory();

            if (cpuInventory != null)
            {
                Item cpuItem    = cpuInventory.GetAttachedItem();
                Item playerItem = _playerInventory.GetAttachedItem();

                if (cpuItem != null && playerItem != null)
                {
                    ItemGroup[] groupsCpu    = cpuItem.GetGroups();
                    ItemGroup[] groupsPlayer = playerItem.GetGroups();

                    bool isTheSameGroup = false;
                    foreach (ItemGroup cpuGroup in groupsCpu)
                    {
                        foreach (ItemGroup playerGroup in groupsPlayer)
                        {
                            if (cpuGroup == playerGroup)
                            {
                                isTheSameGroup = true;
                                break;
                            }
                        }
                        if (isTheSameGroup)
                        {
                            break;
                        }
                    }

                    if (isTheSameGroup)
                    {
                        //Item auxItem = cpuItem;

                        cpuInventoryUi.GetCpuInventory().SetItem(cpuItem, playerItem);
                        _playerInventory.SetItem(playerItem, cpuItem);
                    }
                }
            }
        }
    }
示例#4
0
    public void SetCpu(CpuInventory cpuInventory)
    {
        if (_cpuInventory != cpuInventory)
        {
            HideActualCpuInventory();
            this.gameObject.SetActive(true);
            this._cpuInventory = cpuInventory;

            for (int i = 0; i < buttonsUi.Length; i++)
            {
                int position = i;

                Button button = buttonsUi[position];

                button.onClick.RemoveAllListeners();
                button.onClick.AddListener(delegate() {
                    _cpuInventory.Attach(position);
                });
            }
        }
    }