private void DropHotbarOnInventory(SlotDragAndDrop draggued) { InventorySlot hotbarSlot = draggued.GetComponent <InventorySlot>(); //emptySlot if (!dragable) { Hotbar.instance.Remove(hotbarSlot); } else { Hotbar.instance.AddItem(GetComponent <InventorySlot>().ItemStack, hotbarSlot); } }
private void DropOnHotbar(SlotDragAndDrop draggued) { InventorySlot dragguedSlot = draggued.GetComponent <InventorySlot>(); InventorySlot thisSlot = GetComponent <InventorySlot>(); //hotbar to hotbar, just switch object position if (draggued.gameObject.CompareTag("hotbarSlot")) { Hotbar.instance.SwitchSlot(thisSlot, dragguedSlot); } else if (draggued.gameObject.CompareTag("InventorySlot")) { Hotbar.instance.BindItemInventoryWithSlot(dragguedSlot.ItemStack.item, thisSlot); } }
// private void DropEquipmentOnInventory(SlotDragAndDrop draggued) // { // EquipmentSlotScript equipmentSlot = draggued.gameObject.GetComponent<EquipmentSlotScript>(); // ItemStack itemStack = GetComponent<InventorySlot>().ItemStack; // // if (itemStack != null && itemStack.item.GetType() == typeof(Equipment)) // { // // Equip the equipment of the received slot only if it's the same type equipmentSlot of the draggued object // // Correct the bug: drop a sword on helmet, then the sword isn't unequip and helmet is equip // Equipment equipment = (Equipment) itemStack.item; // if (equipment.equipSlot == equipmentSlot.equipmentSlot) // { // itemStack.item.Use(); // return; // } // } // // equipmentSlot.Unequip(); // } private void SwitchInventoryItems(SlotDragAndDrop draggued) { // if empty, move object to the end of the list else, switch item place ItemStack itemStackDraggued = draggued.GetComponent <InventorySlot>().ItemStack; //emptySlot if (!dragable) { Debug.Log("Is Empty slot"); Inventory.instance.MoveItemToLastIndex(itemStackDraggued.item); } else { Debug.Log("Is not Empty slot"); ItemStack itemStack = GetComponent <InventorySlot>().ItemStack; Inventory.instance.SwitchItemInInventory(itemStack.item, itemStackDraggued.item); } }