示例#1
0
    ///<summary>
    /// Loads te inventory including the saved items
    private void LoadInventory()
    {
        PersistentInventoryScript inventory = GameObject.FindObjectOfType <PersistentInventoryScript>();

        for (int i = 0; i < inventory.equipmentList.GetLength(0); i++)
        {
            for (int inventorySlot = 0; inventorySlot < inventory.equipmentList.GetLength(1); inventorySlot++)
            {
                inventory.removeEquipment(inventorySlot, 0);
            }

            int slot   = PlayerPrefs.GetInt("save_inventory_equipment_" + i + "_slot");
            int id     = PlayerPrefs.GetInt("save_inventory_equipment_" + i + "_id");
            int number = PlayerPrefs.GetInt("save_inventory_equipment_" + i + "_number");

            if (slot == 1)
            {
                // Ranged weapon
                number += 4;
            }
            if (slot == 0)
            {
                // Melee weapon
                number += 5;
            }

            inventory.addEquipment(id, number, slot);
        }

        for (int j = 0; j < inventory.itemList.GetLength(0); j++)
        {
            int slot   = PlayerPrefs.GetInt("save_inventory_items_" + j + "_slot");
            int id     = PlayerPrefs.GetInt("save_inventory_items_" + j + "_id");
            int number = PlayerPrefs.GetInt("save_inventory_items_" + j + "_number");

            for (int num = 0; num <= number; num++)
            {
                inventory.removeItem(0, j);
                inventory.addItem(id, slot);
            }
        }
    }
示例#2
0
 public void OnBeginDrag(PointerEventData eventData)
 {
     Debug.Log(slot);
     Debug.Log(inv.slotCount);
     if (item != null)
     {
         for (int x = 0; x < amount; x++)
         {
             if (slot < inv.slotCount)
             {
                 persistentInventory.removeItem(item.ID, slot);
             }
             else if (slot >= inv.slotCount)
             {
                 Debug.Log("..");
                 persistentInventory.removeEquipment(slot - inv.slotCount, amount);
             }
         }
         offset = eventData.position - new Vector2(this.transform.position.x, this.transform.position.y);
         this.transform.SetParent(this.transform.parent.parent);
         this.transform.position = eventData.position - offset;
         GetComponent <CanvasGroup>().blocksRaycasts = false;
     }
 }