public IEnumerator Start()
        {
            pool = new InventoryPool<InventoryUIItemWrapper>(wrapperPrefab, 8);
            queue = new Queue<ItemHolder>(8);
            destroyTimer = new WaitForSeconds(slideAnimation.length - 0.025f);
            offsetTimer = new WaitForSeconds(offsetTimerSeconds);

            foreach (var inv in InventoryManager.GetLootToCollections())
            {
                inv.OnAddedItem += (items, amount, cameFromCollection) =>
                {
                    if (cameFromCollection == false)
                    {
                        queue.Enqueue(new ItemHolder() { item = items.FirstOrDefault(), stackSize = amount});
                    }
                };
            }

            while (true)
            {
                if (queue.Count > 0)
                {
                    ShowItem(queue.Peek().item, queue.Peek().stackSize);
                    queue.Dequeue(); // Remove it
                }

                yield return offsetTimer;
            }
        }
        public virtual void Awake()
        {
            window = GetComponent<UIWindow>();
            pool = new InventoryPool<InventoryContextMenuItem>(contextMenuItemPrefab, 8);

            window.OnShow += window_OnWindowShow;
        }
 public virtual void Awake()
 {
     pool = new InventoryPool<NoticeMessageUI>(noticeRowPrefab, maxMessages);
 }
        public virtual void Awake()
        {
            if (blueprintCategoryPrefab != null)
                categoryPool = new InventoryPool<InventoryCraftingCategoryUI>(blueprintCategoryPrefab, 16);

            #if UNITY_EDITOR
            if (blueprintButtonPrefab == null)
                Debug.LogWarning("Blueprint button prefab is empty in CraftingWindowStandardUI", gameObject);

            if (blueprintRequiredItemPrefab == null)
                Debug.LogWarning("Blueprint required item prefab is empty in CraftingWindowStandardUI", gameObject);
            #endif

            blueprintPool = new InventoryPool<InventoryCraftingBlueprintUI>(blueprintButtonPrefab, 128);
            blueprintRequiredItemsPool = new InventoryPool<InventoryUIItemWrapper>(blueprintRequiredItemPrefab, 8);

            if (defaultCategoryID >= 0 && defaultCategoryID <= ItemManager.instance.craftingCategories.Length - 1)
                currentCategory = defaultCategory;

            if(blueprintMinCraftButton != null)
            {
                blueprintMinCraftButton.onClick.AddListener(() =>
                {
                    if(Input.GetKey(KeyCode.LeftShift))
                        blueprintCraftAmountInput.text = (GetCraftInputFieldAmount() - 10).ToString();
                    else
                        blueprintCraftAmountInput.text = (GetCraftInputFieldAmount() - 1).ToString();

                    ValidateCraftInputFieldAmount();
                });
            }
            if(blueprintPlusCraftButton != null)
            {
                blueprintPlusCraftButton.onClick.AddListener(() =>
                {
                    if (Input.GetKey(KeyCode.LeftShift))
                        blueprintCraftAmountInput.text = (GetCraftInputFieldAmount() + 10).ToString();
                    else
                        blueprintCraftAmountInput.text = (GetCraftInputFieldAmount() + 1).ToString();

                    ValidateCraftInputFieldAmount();
                });
            }

            blueprintCraftButton.onClick.AddListener(() => CraftItem(currentCategory, currentBlueprint, GetCraftInputFieldAmount()));

            window.OnShow += () =>
            {
                if(currentCategory != null)
                    SetCraftingCategory(currentCategory);

                if (currentBlueprint != null)
                    SetBlueprint(currentBlueprint);
            };

            window.OnHide += CancelActiveCraft;

            foreach (var col in InventoryManager.GetLootToCollections())
            {
                col.OnAddedItem += (InventoryItemBase item, uint slot, uint amount) =>
                {
                    if(currentBlueprint != null)
                        SetBlueprint(currentBlueprint);
                };
                col.OnRemovedItem += (uint itemID, uint slot, uint amount) =>
                {
                    if (currentBlueprint != null)
                        SetBlueprint(currentBlueprint);
                };
                col.OnDroppedItem += (InventoryItemBase item, uint slot, GameObject droppedObj) =>
                {
                    CancelActiveCraft(); // If the user drops something.

                    if (currentBlueprint != null)
                        SetBlueprint(currentBlueprint);
                };
            }

            InventoryManager.instance.inventory.OnGoldChanged += (float added) =>
            {
                if (currentBlueprint != null)
                    SetBlueprint(currentBlueprint);
            };
        }
示例#5
0
        protected virtual void Awake()
        {
            currentTransform = GetComponent<RectTransform>();
            defaultPivot = currentTransform.pivot;
            window = GetComponent<UIWindow>();

            pool = new InventoryPool<InfoBoxRowUI>(infoBoxRowPrefab, 32);
            poolObjs = new InventoryPool(separatorPrefab, 8);
            poolCategoryBoxes = new InventoryPool(infoBoxCategory, 8);


            // Safety checks
            if (GetComponent<InventoryUIItemWrapperBase>() != null && GetComponent<InventoryUIItemWrapperStatic>() == null)
            {
                Debug.LogError("Using a InventoryUIItemWrapperBase in the InfoBoxUI, use an InventoryUIItemWrapperStatic instead.", transform);
            }
        }
        public override void Awake()
        {
            //base.Awake();

            if (blueprintCategoryPrefab != null)
                categoryPool = new InventoryPool<InventoryCraftingCategoryUI>(blueprintCategoryPrefab, 16);
            
#if UNITY_EDITOR
            if (blueprintButtonPrefab == null)
                Debug.LogWarning("Blueprint button prefab is empty in CraftingWindowStandardUI", gameObject);

            if (blueprintRequiredItemPrefab == null)
                Debug.LogWarning("Blueprint required item prefab is empty in CraftingWindowStandardUI", gameObject);

            if(blueprintCraftButton == null)
                Debug.LogWarning("Blueprint craft button is requred", gameObject);
#endif

            blueprintPool = new InventoryPool<InventoryCraftingBlueprintUI>(blueprintButtonPrefab, 128);
            blueprintRequiredItemsPool = new InventoryPool<InventoryUIItemWrapper>(blueprintRequiredItemPrefab, 8);

            if (craftingCategoryID >= 0 && craftingCategoryID <= ItemManager.instance.craftingCategories.Length - 1)
                currentCategory = craftingCategory;

            if(blueprintMinCraftButton != null)
            {
                blueprintMinCraftButton.onClick.AddListener(() =>
                {
                    if(Input.GetKey(KeyCode.LeftShift))
                        blueprintCraftAmountInput.text = (GetCraftInputFieldAmount() - 10).ToString();
                    else
                        blueprintCraftAmountInput.text = (GetCraftInputFieldAmount() - 1).ToString();

                    ValidateCraftInputFieldAmount();
                });
            }
            if(blueprintPlusCraftButton != null)
            {
                blueprintPlusCraftButton.onClick.AddListener(() =>
                {
                    if (Input.GetKey(KeyCode.LeftShift))
                        blueprintCraftAmountInput.text = (GetCraftInputFieldAmount() + 10).ToString();
                    else
                        blueprintCraftAmountInput.text = (GetCraftInputFieldAmount() + 1).ToString();

                    ValidateCraftInputFieldAmount();
                });
            }

            blueprintCraftButton.onClick.AddListener(() => CraftItem(currentCategory, currentBlueprint, GetCraftInputFieldAmount()));
        }
        void Awake()
        {
            currentTransform = GetComponent<RectTransform>();
            defaultPivot = currentTransform.pivot;
            window = GetComponent<UIWindow>();

            pool = new InventoryPool<InfoBoxRowUI>(infoBoxRowPrefab, 32);
            poolObjs = new InventoryPool(separatorPrefab, 8);
            poolCategoryBoxes = new InventoryPool(infoBoxCategory, 8);
        }
        public override void Awake()
        {
            equipSlotFields = container.GetComponentsInChildren<InventoryEquippableField>(true);
            characterStats = new Dictionary<string, List<InventoryEquipStatRowLookup>>(ItemManager.instance.equipStats.Length);
            base.Awake();

            if (statusRowPrefab != null)
                rowsPool = new InventoryPool<InventoryEquipStatRowUI>(statusRowPrefab, 64);

            if (statusCategoryPrefab != null)
                categoryPool = new InventoryPool<InventoryEquipStatCategoryUI>(statusCategoryPrefab, 8);

            InventoryManager.AddEquipCollection(this, equipPriority);
            //UpdateCharacterStats();

            OnSwappedItems += (fromCollection, fromSlot, toCollection, toSlot) =>
            {
                if (fromCollection == toCollection)
                    return; // Just moving inside collection, no need to re-do anything.

                if (toCollection[toSlot].item != null && fromCollection[fromSlot].item != null)
                {
                    // Actually swapped item
                    var item = fromCollection[fromSlot].item as EquippableInventoryItem;
                    if(item != null)
                        item.NotifyItemUnEquipped();
                }

                if (toCollection == this)
                {
                    // Move to this inventory
                    UpdateCharacterStats();

                    var i = toCollection[toSlot].item as EquippableInventoryItem;
                    if (i != null)
                    {
                        bool handled = i.HandleLocks(equipSlotFields[i.index], this);
                        if (handled)
                        {
                            i.NotifyItemEquipped(equipSlotFields[i.index]);

                            if (i.playOnEquip != null)
                                InventoryUIUtility.AudioPlayOneShot(i.playOnEquip);
                        }
                    }
                }
                else if (fromCollection == this)
                {
                    UpdateCharacterStats();

                    // Moved from this collection to -> toCollection
                    var i = toCollection[toSlot].item as EquippableInventoryItem;
                    if(i != null)
                        i.NotifyItemUnEquipped();
                }
            };

            window.OnShow += () =>
            {
                RepaintStats();
            };
        }
示例#9
0
        public override void Awake()
        {
            equipSlotFields = new InventoryEquippableField[items.Length];
            for (int i = 0; i < items.Length; i++)
                equipSlotFields[i] = items[i].gameObject.GetComponent<InventoryEquippableField>();

            
            characterStats = new Dictionary<string, List<InventoryCharacterStat>>(16);
            statsDataProviders = new List<ICharacterStatDataProvider>(2);


            base.Awake();
            SetDefaultDataProviders();
            PrepareCharacterStats();


            if (isSharedCollection)
                InventoryManager.AddEquipCollection(this, collectionPriority);

            if (statusRowPrefab != null)
                rowsPool = new InventoryPool<InventoryEquipStatRowUI>(statusRowPrefab, 32);

            if (statusCategoryPrefab != null)
                categoryPool = new InventoryPool<InventoryEquipStatCategoryUI>(statusCategoryPrefab, 8);




            OnAddedItem += (itemsAdded, amount, cameFromCollection) =>
            {
                foreach (var item in itemsAdded)
                    ((EquippableInventoryItem)item).NotifyItemEquipped(equipSlotFields[item.index]);

                //RepaintStats();
                //UpdateCharacterStats();
            };
            OnRemovedItem += (item, itemID, slot, amount) =>
            {
                ((EquippableInventoryItem)item).NotifyItemUnEquipped();

                //RepaintStats();
                //UpdateCharacterStats();
            };
            OnSwappedItems += (collection, slot, toCollection, toSlot) =>
            {
                if (collection == this)
                {
                    //if (toCollection[toSlot].item != null)
                    //((EquippableInventoryItem)toCollection[toSlot].item).HandleLocks(equipSlotFields[slot], collection, this);
                }
                else
                {
                    if (toCollection[toSlot].item != null)
                        ((EquippableInventoryItem)toCollection[toSlot].item).HandleLocks(equipSlotFields[toSlot], collection, this);
                }
            };


            window.OnShow += RepaintAllStats;
        }