示例#1
0
        /// <summary>
        /// Remove a number of items from the given slot. Will never remove more
        /// than there are.
        /// </summary>
        public void RemoveFromSlot(int slot, int number)
        {
            _slots[slot].Number -= number;
            if (_slots[slot].Number <= 0)
            {
                _slots[slot].Number = 0;
                _slots[slot].Item   = null;
            }

            EventMediator eventMediator = FindObjectOfType <EventMediator>();

            eventMediator.Broadcast(GlobalHelper.InventoryUpdated, this);
        }
示例#2
0
        /// <summary>
        /// Attempt to add the items to the first available slot.
        /// </summary>
        /// <param name="item">The item to add.</param>
        /// <param name="number">The number to add.</param>
        /// <returns>Whether or not the item could be added.</returns>
        public bool AddToFirstEmptySlot(Item item, int number)
        {
            var i = FindSlot(item);

            if (i < 0)
            {
                return(false);
            }

            _slots[i].Item    = item;
            _slots[i].Number += number;

            EventMediator eventMediator = FindObjectOfType <EventMediator>();

            eventMediator.Broadcast(GlobalHelper.InventoryUpdated, this);

            return(true);
        }
示例#3
0
        public void RestoreState(object state)
        {
            //todo

            var slotStrings = (InventorySlotRecord[])state;

            for (var i = 0; i < inventorySize; i++)
            {
                _slots[i].Item   = slotStrings[i].Item;
                _slots[i].Number = slotStrings[i].Number;
            }

            EventMediator eventMediator = FindObjectOfType <EventMediator>();

            eventMediator.Broadcast(GlobalHelper.InventoryUpdated, this);
            eventMediator.Broadcast(GlobalHelper.EquipmentUpdated, this);
            eventMediator.Broadcast(GlobalHelper.PopulateCharacterSheet, this);
        }
示例#4
0
        /*public static InputController Instance;
         *
         * private void Start()
         * {
         *  if (Instance == null)
         *  {
         *      Instance = this;
         *  }
         *  else if (Instance != this)
         *  {
         *      Destroy(gameObject);
         *  }
         *
         *  DontDestroyOnLoad(gameObject);
         * }*/

        private void Update()
        {
            //todo this is temp -- should be able to configure the hotkeys on each window and popup
            //game dev tv inventory course shows how
            if (Input.GetKeyDown(KeyCode.I))
            {
                var pauseMenu = GameObject.Find("PauseMenuMask");

                if (GameManager.Instance.WindowActive(pauseMenu))
                {
                    return;
                }

                var partyWindow = GameObject.Find("PartyManagementWindowMask");

                EventMediator eventMediator = FindObjectOfType <EventMediator>();

                if (GameManager.Instance.WindowActive(partyWindow))
                {
                    eventMediator.Broadcast(GlobalHelper.HidePartyManagement, this);
                }
                else
                {
                    eventMediator.Broadcast(GlobalHelper.ManageParty, this);
                }
            }

            /*else if (Input.GetKeyDown(KeyCode.Escape))
             * {
             *  var pauseMenu = GameObject.Find("PauseMenuMask");
             *
             *  EventMediator eventMediator = FindObjectOfType<EventMediator>();
             *
             *  if (GameManager.Instance.WindowActive(pauseMenu))
             *  {
             *      eventMediator.Broadcast(GlobalHelper.HidePauseMenu, this);
             *  }
             *  else
             *  {
             *      eventMediator.Broadcast(GlobalHelper.ShowPauseMenu, this);
             *  }
             * }*/
        }
示例#5
0
        /// <summary>
        /// Will add an item to the given slot if possible. If there is already
        /// a stack of this type, it will add to the existing stack. Otherwise,
        /// it will be added to the first empty slot.
        /// </summary>
        /// <param name="slot">The slot to attempt to add to.</param>
        /// <param name="item">The item type to add.</param>
        /// <param name="number">The number of items to add.</param>
        /// <returns>True if the item was added anywhere in the inventory.</returns>
        public bool AddItemToSlot(int slot, Item item, int number)
        {
            if (_slots[slot].Item != null)
            {
                return(AddToFirstEmptySlot(item, number));
            }

            var i = FindStack(item);

            if (i >= 0)
            {
                slot = i;
            }

            _slots[slot].Item    = item;
            _slots[slot].Number += number;

            EventMediator eventMediator = FindObjectOfType <EventMediator>();

            eventMediator.Broadcast(GlobalHelper.InventoryUpdated, this);
            return(true);
        }