void Update() { ItemDatabase.ItemType type = UIManager.m_Me.InventoryUI.GetItemTypeForKeypress(); if (type == ItemDatabase.ItemType.Empty) { return; } if (!m_heldItems.ContainsKey(type)) { return; } InventoryItem selectedItem = m_heldItems[type]; if (EquippedItem == selectedItem) { return; } if (selectedItem == null) { return; } EquippedItem = selectedItem; UIManager.m_Me.InventoryUI.UpdateEquippedItem(selectedItem); }
public int GetQuantity(ItemDatabase.ItemType _type) { if (m_heldItems.TryGetValue(_type, out InventoryItem item)) { return(item.Quantity); } return(0); }
public void AddItem(ItemDatabase.ItemType _type, int _quantity) { //do we already own at least one of this type? if (m_heldItems.TryGetValue(_type, out InventoryItem item)) { item.AddItem(_quantity); UIManager.m_Me.InventoryUI.AddItem(item, _quantity); return; } item = new InventoryItem(_quantity, Game.m_Me.ItemDataBase.GetItemByType(_type)); m_heldItems[_type] = item; UIManager.m_Me.InventoryUI.AddItem(item, _quantity, true); }
public bool validEquip(ItemDatabase.ItemType itemType) { if (itemType == ItemDatabase.ItemType.HEAD && SelectorEquip == Equipment.HEAD || itemType == ItemDatabase.ItemType.BODY && SelectorEquip == Equipment.BODY || itemType == ItemDatabase.ItemType.LEGS && SelectorEquip == Equipment.LEGS || itemType == ItemDatabase.ItemType.WEAPON && SelectorEquip == Equipment.WEAPON1 || itemType == ItemDatabase.ItemType.WEAPON && SelectorEquip == Equipment.WEAPON2 || itemType == ItemDatabase.ItemType.WEAPON && SelectorEquip == Equipment.WEAPON3 || SelectorEquip == Equipment.NONE) { return(true); } else { return(false); } }
private ItemSlot GetSlotForItem(ItemDatabase.ItemType _type) { foreach (ItemSlot pSlot in m_itemSlots) { if (pSlot.IsEmpty()) { continue; } if (pSlot.ItemType == _type) { return(pSlot); } } return(null); }
//constructor public BaseItem(int id, string title, ItemDatabase.ItemType itemType, int powerReq, int strength, int critical, int apCost, ItemDatabase.Element element1, ItemDatabase.Element element2, ItemDatabase.Status status, int statProc, string description, int value, string slug) { this.ID = id; this.Title = title; this.ItemType = itemType; this.PowerReq = powerReq; this.Strength = strength; this.Critical = critical; this.APCost = apCost; this.Element1 = element1; this.Element2 = element2; this.Status = status; this.StatProc = statProc; this.Description = description; this.Value = value; this.Slug = slug; this.Sprite = Resources.Load <Sprite>("Sprites/Item Icons/" + slug); }
public void RemoveNumHeld(int nNum, bool bStackable) { NumHeld -= nNum; if (bStackable) { m_txtNum.text = NumHeld.ToString(); } SetActive(false); if (NumHeld > 0) { return; } m_icon.enabled = false; m_txtNum.enabled = false; ItemType = ItemDatabase.ItemType.Empty; }
public void InitWithItem(Sprite pImg, ItemDatabase.ItemType nType) { m_icon.sprite = pImg; ItemType = nType; }