private void ShowCharInfoTake() { PrepCharacterEntry entry = charList.GetEntry(); tCharName.text = entry.entryName.text; //portrait.sprite = entry.icon.sprite; for (int i = 0; i < InventoryContainer.INVENTORY_SIZE; i++) { InventoryTuple tuple = entry.invCon.GetTuple(i); tInventory[i].text = (!string.IsNullOrEmpty(tuple.uuid)) ? tuple.entryName : "-NONE-"; } }
private void ShowItemInfo() { PrepCharacterEntry entry = charList.GetEntry(); InventoryTuple tuple = null; if (currentMode == State.STORE) { tuple = itemList.GetEntry().tuple; } else if (convoy.GetEntry()) { tuple = convoy.GetEntry().tuple; } if (!entry || tuple == null || string.IsNullOrEmpty(tuple.uuid)) { itemName.text = ""; itemIcon.sprite = null; pwrText.text = "Pwr: "; rangeText.text = "Range: "; hitText.text = "Hit: "; critText.text = "Crit: "; reqText.text = "Req: "; return; } itemName.text = tuple.entryName; itemIcon.sprite = tuple.icon; pwrText.text = "Pwr: " + tuple.power.ToString(); rangeText.text = "Range: " + tuple.range.ToString(); hitText.text = "Hit: " + tuple.hitRate.ToString(); critText.text = "Crit: " + tuple.critRate.ToString(); reqText.text = "Req: " + tuple.skillReq.ToString(); if (currentMode == State.TAKE) { ShowCharInfoTake(); } }
public void GenerateList() { currentMode = State.CHAR; charListView.SetActive(true); inventoryView.SetActive(false); storeView.SetActive(false); convoyView.SetActive(false); if (charList == null) { charList = new EntryList <PrepCharacterEntry>(visibleSize); } charList.ResetList(); for (int i = 0; i < prepList.values.Count; i++) { Transform t = Instantiate(charEntryPrefab, charListParent.transform); PrepCharacterEntry entry = charList.CreateEntry(t); entry.FillData(playerData.stats[prepList.values[i].index], playerData.inventory[prepList.values[i].index], prepList.values[i]); } ShowCharInfo(); charEntryPrefab.gameObject.SetActive(false); convoy.Setup(); }