public static void OnPickUpLoot(Player player, ItemData.Wearable wearable) { player.playerRuntimeData.playerStock.Pick(new ItemData.WearableRuntimeData(wearable)); string info = "Pick up " + string.Join(" ", wearable.ToString().Split('_')); UIEventListener.Instance.OnInfomationChange(new UIEventListener.InfomationChangeData(info)); }
protected void OnClickSelectionItem(int index, bool isInit = false) { if (currentSelection == index && !isInit) { ConfirmItemSelection(); return; } selectionViews.ClearChosen(); currentSelection = index; selectionViews.views[currentSelection].Choose(); int offset = currentPage * itemsPerPage; if (currentSlot == 0) { if (index + offset >= playerStock.weaponStock.Count) { title.SetText(""); content.SetText(""); } else { ItemData.Weapon item = playerStock.weaponStock[index + offset].weapon; title.SetText(UIInventoryState.ParsingTitle(item.ToString())); content.SetText(ItemData.WeaponDescription[(int)item]); } } else if (currentSlot == 1 || currentSlot == 2) { if (index + offset >= playerStock.wearableStock.Count) { title.SetText(""); content.SetText(""); } else { ItemData.Wearable item = playerStock.wearableStock[index + offset].wearable; title.SetText(UIInventoryState.ParsingTitle(item.ToString())); content.SetText(ItemData.WearableDescription[(int)item]); } } }
protected void OnClickSlotItem(int index, bool isInit = false) { if (index == currentSlot && !isInit) { // repeate click, confirm selection ConfirmSlotSelection(); return; } // select represented slot currentPage = 0; DisplaySelectionView(index); currentSlot = index; slotViews.ClearChosen(); slotViews.views[currentSlot].Choose(); // display info if (currentSlot == 0) { ItemData.Weapon item = playerStock.weaponStock[playerSlot.weaponIndex].weapon; title.SetText(UIInventoryState.ParsingTitle(item.ToString())); content.SetText(ItemData.WeaponDescription[(int)item]); } else if (currentSlot == 1 && playerSlot.IsWearableInUse(playerStock, playerSlot.wearableOneIndex)) { ItemData.Wearable item = playerStock.wearableStock[playerSlot.wearableOneIndex].wearable; title.SetText(UIInventoryState.ParsingTitle(item.ToString())); content.SetText(ItemData.WearableDescription[(int)item]); } else if (currentSlot == 2 && playerSlot.IsWearableInUse(playerStock, playerSlot.wearableTwoIndex)) { ItemData.Wearable item = playerStock.wearableStock[playerSlot.wearableTwoIndex].wearable; title.SetText(UIInventoryState.ParsingTitle(item.ToString())); content.SetText(ItemData.WearableDescription[(int)item]); } else { title.SetText(""); content.SetText(""); } }