示例#1
0
        /// <summary>
        /// Check to see whether the player can place the item and if so, draw the telegraph.
        /// </summary>
        /// <returns>Whether the item can be placed in the target location and the target location</returns>
        public (bool canPlace, Vector2 position) ShowPlacementTarget(ItemVisual draggedItem)
        {
            //Check to see if it's hanging over the edge - if so, do not place.
            if (!m_InventoryGrid.layout.Contains(new Vector2(draggedItem.localBound.xMax, draggedItem.localBound.yMax)))
            {
                m_Telegraph.style.visibility = Visibility.Hidden;
                return(canPlace : false, position : Vector2.zero);
            }

            VisualElement targetSlot = m_InventoryGrid.Children().Where(x => x.layout.Overlaps(draggedItem.layout) && x != draggedItem).OrderBy(x => Vector2.Distance(x.worldBound.position, draggedItem.worldBound.position)).First();

            m_Telegraph.style.width  = draggedItem.style.width;
            m_Telegraph.style.height = draggedItem.style.height;

            SetItemPosition(m_Telegraph, new Vector2(targetSlot.layout.position.x, targetSlot.layout.position.y));

            m_Telegraph.style.visibility = Visibility.Visible;

            var overlappingItems = StoredItems.Where(x => x.RootVisual != null && x.RootVisual.layout.Overlaps(m_Telegraph.layout)).ToArray();

            if (overlappingItems.Length > 1)
            {
                m_Telegraph.style.visibility = Visibility.Hidden;
                return(canPlace : false, position : Vector2.zero);
            }

            return(canPlace : true, targetSlot.worldBound.position);
        }
示例#2
0
        /// <summary>
        /// Load all of the inventory items and set them in the default position.
        /// This is called from Start.
        /// </summary>
        private async void LoadInventory()
        {
            //make sure inventory is in ready state
            await UniTask.WaitUntil(() => m_IsInventoryReady);

            //load
            foreach (StoredItem loadedItem in StoredItems)
            {
                ItemVisual inventoryItemVisual = new ItemVisual(loadedItem.Details);

                AddItemToInventoryGrid(inventoryItemVisual);

                bool inventoryHasSpace = await GetPositionForItem(inventoryItemVisual);

                if (!inventoryHasSpace)
                {
                    Debug.Log("No space - Cannot pick up the item");
                    RemoveItemFromInventoryGrid(inventoryItemVisual);
                    continue;
                }

                ConfigureInventoryItem(loadedItem, inventoryItemVisual);
            }
        }
示例#3
0
 /// <summary>
 /// Call to associate item with visual element and set active
 /// </summary>
 private static void ConfigureInventoryItem(StoredItem item, ItemVisual visual)
 {
     item.RootVisual         = visual;
     visual.style.visibility = Visibility.Visible;
 }