示例#1
0
    public void ConstructItem(string hierString)
    {
        //randomize clothing!
        RandomizeClothHierIfEmpty();

        //don't do anything if hierarchy string is empty
        hier = hierString.Trim();
        if (hier.Length == 0)
        {
            return;
        }

        //init datafiles
        if (!dmi)
        {
            dmi = Resources.Load("DmiIconData") as DmiIconData;
        }
        if (!dm)
        {
            dm = Resources.Load("DmObjectData") as DmObjectData;
        }

        dmDic = dm.getObject(hier);

        //basic attributes
        itemName        = TryGetAttr("name");
        itemDescription = TryGetAttr("desc");

        icon = TryGetAttr("icon");

        //states
        icon_state = TryGetAttr("icon_state");
        item_color = TryGetAttr("item_color");         //also a state
        item_state = TryGetAttr("item_state");
        string[] states = { icon_state, item_color, item_state };

        throwDamage = TryParseFloat("throwforce") ?? throwDamage;
        throwSpeed  = TryParseFloat("throw_speed") ?? throwSpeed;
        throwRange  = TryParseFloat("throw_range") ?? throwRange;
        hitDamage   = TryParseFloat("force") ?? hitDamage;
        attackVerb  = TryParseList("attack_verb") ?? attackVerb;

        spriteType    = UniItemUtils.GetMasterType(hier);
        itemType      = UniItemUtils.GetItemType(hier);
        invSheetPaths = UniItemUtils.GetItemClothSheetHier(itemType);

        int[] inHandOffsets = TryGetInHand();
        inHandReferenceLeft  = inHandOffsets[0];
        inHandReferenceRight = inHandOffsets[1];

        inventoryIcon = UniItemUtils.GetInventoryIcon(hier, invSheetPaths, icon, icon_state);

        clothingReference = TryGetClothingOffset(states);

        //determine item type via sheet name if hier name failed
        if (itemType == ItemType.None)
        {
            itemType = UniItemUtils.GetItemType(inventoryIcon.getName());
        }

        CanConnectToTank = TryGetConnectedToTank();

        //inventory item sprite
        Sprite stateSprite = UniItemUtils.TryGetStateSprite(inventoryIcon, icon_state);

        var childSpriteRenderer = GetComponentInChildren <SpriteRenderer>();

        childSpriteRenderer.sprite = stateSprite;
        //assign an order in layer so we don't have arbitrary ordering
        childSpriteRenderer.sortingOrder = clothingReference;

        CheckEvaCapatibility();
    }
示例#2
0
    public void ConstructItem(string hierString)
    {
        //randomize clothing!
        randomizeClothHierIfEmpty();

        //don't do anything if hierarchy string is empty
        hier = hierString.Trim();
        if (hier.Length == 0)
        {
            return;
        }

        //init datafiles
        if (!dmi)
        {
            //				Logger.Log("Item DMI data loading...");
            dmi = Resources.Load("DmiIconData") as DmiIconData;
        }
        if (!dm)
        {
            //				Logger.Log("Item DM data loading...");
            dm = Resources.Load("DmObjectData") as DmObjectData;
        }

        //raw dictionary of attributes
        dmDic = dm.getObject(hier);

        //basic attributes
        name = tryGetAttr("name");
        desc = tryGetAttr("desc");

        //custom inventory(?) icon, if present
        icon = tryGetAttr("icon");

        //			states
        icon_state = tryGetAttr("icon_state");
        item_color = tryGetAttr("item_color");         //also a state
        item_state = tryGetAttr("item_state");
        string[] states = { icon_state, item_color, item_state };

        throwDamage = TryParseFloat("throwforce") ?? throwDamage;
        throwSpeed  = TryParseFloat("throw_speed") ?? throwSpeed;
        throwRange  = TryParseFloat("throw_range") ?? throwRange;
        hitDamage   = TryParseFloat("force") ?? hitDamage;
        attackVerb  = TryParseList("attack_verb") ?? attackVerb;

        masterType    = UniItemUtils.GetMasterType(hier);      // aka SpriteType
        itemType      = UniItemUtils.GetItemType(hier);
        invSheetPaths = UniItemUtils.GetItemClothSheetHier(itemType);
        //			size = getItemSize(tryGetAttr("w_class"));
        int[] inHandOffsets = tryGetInHand();
        inHandLeft     = inHandOffsets[0];
        inHandRight    = inHandOffsets[1];
        inventoryIcon  = UniItemUtils.GetInventoryIcon(hier, invSheetPaths, icon, icon_state);
        clothingOffset = tryGetClothingOffset(states);

        //determine item type via sheet name if hier name failed
        if (itemType == ItemType.None)
        {
            itemType = UniItemUtils.GetItemType(inventoryIcon.getName());
        }

        //determine if this is a mask that can connect to a tank
        CanConnectToTank = tryGetConnectedToTank();

        //inventory item sprite
        Sprite stateSprite = UniItemUtils.TryGetStateSprite(inventoryIcon, icon_state);

        //finally setting things
        inHandReferenceLeft  = inHandLeft;
        inHandReferenceRight = inHandRight;
        clothingReference    = clothingOffset;
        type            = itemType;
        itemName        = name;
        itemDescription = desc;
        spriteType      = masterType;
        GetComponentInChildren <SpriteRenderer>().sprite = stateSprite;
        //assign an order in layer so we don't have arbitrary ordering
        GetComponentInChildren <SpriteRenderer>().sortingOrder = clothingOffset;

        //			Logger.Log(name + " size=" + size + " type=" + type + " spriteType="
        //			          + spriteType + " (" + desc + ") : "
        //			          + icon_state + " / " + item_state + " / C: " + clothingReference
        //			          + ", L: " + inHandReferenceLeft + ", R: " + inHandReferenceRight + ", I: " + inventoryIcon.icon + '\n'
        //			          +	dmDic.Keys.Aggregate("", (current, key) => current + (key + ": ") + dmDic[key] + "\n"));
        CheckEvaCapatibility();
    }