1193 lines
55 KiB
C#
1193 lines
55 KiB
C#
//********************************************************//
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// //
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// Copyright © All rights reserved. MyNameIsVoo. 2020. //
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// //
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// REPRODUCTION FORBIDEN //
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// //
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//********************************************************//
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.UI;
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using ItemsClassList;
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using ICWM.DragAndDrop;
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using ICWM.Enemy;
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using ICWM.IconSystem;
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using ICWM.ItemSystem;
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using ICWM.RenderSystem;
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using ICWM.SaveSystem;
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using ICWM.UISystem;
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using ICWM.WindowSystem;
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namespace ICWM
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{
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namespace HelperSystem
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{
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public static class Helper
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{
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#region Render Helper
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public static void AddItemToRenderList(GameObject itemSlot, ItemList cl) // in RenderWeaponScreenIcon
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{
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InventoryBase.instance.WeaponRenderScreen.GetComponent<RenderWeaponScreenIcon>().listMassiveRenderCL.Add(cl);
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InventoryBase.instance.WeaponRenderScreen.GetComponent<RenderWeaponScreenIcon>().listMassiveRenderGO.Add(itemSlot);
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InventoryBase.instance.WeaponRenderScreen.GetComponent<RenderWeaponScreenIcon>().isRenderTextures = true;
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}
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public static Material CreateRenderMaterial(ItemList cl)
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{
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Material vspMatIcon;
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vspMatIcon = Material.Instantiate(InventoryBase.instance.WeaponRenderScreen.GetComponent<RenderWeaponScreenIcon>().MatIcon);
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vspMatIcon.name = "Mat_" + cl.id.ToString();
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RenderTexture vspRTIcon;
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vspRTIcon = RenderTexture.Instantiate(InventoryBase.instance.WeaponRenderScreen.GetComponent<RenderWeaponScreenIcon>().RTIcon);
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vspRTIcon.name = "RT_" + vspMatIcon.name;
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if (cl.itWasRotated)
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{
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vspRTIcon.height = (int)(cl.indexPos60x60.x * BackpackBase.CELL_SIZE);
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vspRTIcon.width = (int)(cl.indexPos60x60.y * BackpackBase.CELL_SIZE);
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}
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else
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{
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vspRTIcon.height = (int)(cl.indexPos60x60.y * BackpackBase.CELL_SIZE);
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vspRTIcon.width = (int)(cl.indexPos60x60.x * BackpackBase.CELL_SIZE);
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}
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vspRTIcon.antiAliasing = 8;
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vspMatIcon.mainTexture = vspRTIcon;
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return vspMatIcon;
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}
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#endregion
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#region Set Item Parameters
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//
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// From ClassList to ClassList
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// Create a new item
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//
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public static ItemList SetParameters(ItemList clNew, ItemList clOrigin, bool isStoreItem = false)
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{
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clNew.id = InventoryBase.instance.idWeaponNames; //
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InventoryBase.instance.idWeaponNames++;
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if (clOrigin.isStack)
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{
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clNew.isStack = clOrigin.isStack;
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clNew.stackID = clOrigin.stackID;
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}
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clNew.amountStack = clOrigin.amountStack;
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if (clOrigin.isMoney)
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{
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clNew.isMoney = clOrigin.isMoney;
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clNew.moneyType = clOrigin.moneyType;
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clNew.isPurse = clOrigin.isPurse;
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if (clOrigin.isPurse)
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clNew.maxAmountStack = clOrigin.maxAmountStack;
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else
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clNew.maxAmountStack = InventoryBase.instance.PlayerStatistics.MaxMoneyStack;
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}
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else
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clNew.maxAmountStack = clOrigin.maxAmountStack;
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if (clOrigin.isCombine)
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{
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clNew.isCombine = clOrigin.isCombine;
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clNew.combineResultPrefab = clOrigin.combineResultPrefab;
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}
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if (clOrigin.isResultCombine)
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{
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clNew.isResultCombine = clOrigin.isResultCombine;
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clNew.combineResultPrefab = clOrigin.combineResultPrefab;
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clNew.maxStackCombine = clOrigin.maxStackCombine;
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}
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clNew.isEnemyItem = clOrigin.isEnemyItem;
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clNew.tagAttach = clOrigin.tagAttach;
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clNew.typeOfBullet = clOrigin.typeOfBullet;
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clNew.isLatchkey = clOrigin.isLatchkey;
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clNew.isBullet = clOrigin.isBullet;
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clNew.isMagazine = clOrigin.isMagazine;
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clNew.clipSize = clOrigin.clipSize;
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clNew.amountBullet = clOrigin.amountBullet;
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clNew.separatePrefab = clOrigin.separatePrefab;
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clNew.itHasMagazine = clOrigin.itHasMagazine;
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clNew.sortingType = clOrigin.sortingType;
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clNew.tagItem = clOrigin.tagItem;
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clNew.tagSize = clOrigin.tagSize;
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clNew.baseTagSize = clOrigin.baseTagSize;
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clNew.indexPos60x60 = clNew.GetIndexPos60x60();
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clNew.id_Weapon = clOrigin.id_Weapon;
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clNew.id_Attach = clOrigin.id_Attach;
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clNew.isLockRotate = clOrigin.isLockRotate;
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clNew.isBackpack = clOrigin.isBackpack;
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clNew.isTacticalRig = clOrigin.isTacticalRig;
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clNew.isPockets = clOrigin.isPockets;
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clNew.statisticList = clOrigin.statisticList;
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clNew.baseStatisticsList = clOrigin.statisticList;
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clNew.baseColliderSize = clOrigin.baseColliderSize;
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clNew.isPutOn = clOrigin.isPutOn;
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clNew.itemIcon = clOrigin.itemIcon;
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clNew.startPositionInInventory = clOrigin.startPositionInInventory;
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if (clNew.isPockets)
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{
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clNew.pocketSlots = clOrigin.pocketSlots;
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if (clNew.pocketSlots > 1)
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clNew.insertCL = new ItemList[clNew.pocketSlots];
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else
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clNew.insertCL = new ItemList[BackpackBase.MAX_POCKETS_CELLS];
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}
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else if (clNew.isTacticalRig)
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{
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clNew.insertCL = new ItemList[BackpackBase.MAX_TACTICAL_RIG_CELLS];
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clNew.typeTRStyle = clOrigin.typeTRStyle;
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}
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else
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{
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clNew.insertCL = new ItemList[1];
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}
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if (clOrigin.itemModding)
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{
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if (!isStoreItem)
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clNew.itemModding = GameObject.Instantiate(clOrigin.itemModding);
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else
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clNew.itemModding = clOrigin.itemModding;
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}
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else if (clOrigin.vspItemModdingPrefab)
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clNew.itemModding = GameObject.Instantiate(clOrigin.vspItemModdingPrefab);
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clNew.vspItemModdingPrefab = clOrigin.vspItemModdingPrefab;
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if (clOrigin.weaponPlayerRig)
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clNew.weaponPlayerRig = clOrigin.weaponPlayerRig;
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if (clOrigin.spriteTextureItemInventory)
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clNew.spriteTextureItemInventory = clOrigin.spriteTextureItemInventory;
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if (clOrigin.spriteTextureItemModding)
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clNew.spriteTextureItemModding = clOrigin.spriteTextureItemModding;
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clNew.isDefaultRenderParams = clOrigin.isDefaultRenderParams;
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clNew.modelRenderPosition = clOrigin.modelRenderPosition;
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clNew.modelRenderRotation = clOrigin.modelRenderRotation;
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clNew.modelRenderScale = clOrigin.modelRenderScale;
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return clNew;
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}
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//
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// From ItemDrop to ClassList
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// Create a new item
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//
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public static ItemList SetParameters(ItemList clNew, GameObject idOrigin, bool isCreateItemModding = false, bool isCreateNewId = true, GameObject DestroyObj = null, bool IsNotEnemyItem = false)
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{
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if (isCreateNewId)
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{
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clNew.id = InventoryBase.instance.idWeaponNames; //
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InventoryBase.instance.idWeaponNames++;
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}
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else
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{
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clNew.id = idOrigin.GetComponent<ItemsDrop>().id;
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}
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if (DestroyObj != null)
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clNew.destroyItemDrop = DestroyObj;
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else
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clNew.destroyItemDrop = idOrigin.GetComponent<ItemsDrop>().gameObject;
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if (idOrigin.GetComponent<ItemsDrop>().IsStack)
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{
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clNew.isStack = idOrigin.GetComponent<ItemsDrop>().IsStack;
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clNew.stackID = idOrigin.GetComponent<ItemsDrop>().StackID;
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}
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clNew.amountStack = idOrigin.GetComponent<ItemsDrop>().AmountStack;
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if (idOrigin.GetComponent<ItemsDrop>().IsMoney)
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{
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clNew.isMoney = idOrigin.GetComponent<ItemsDrop>().IsMoney;
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clNew.moneyType = idOrigin.GetComponent<ItemsDrop>().MoneyType;
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clNew.isPurse = idOrigin.GetComponent<ItemsDrop>().IsPurse;
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if (idOrigin.GetComponent<ItemsDrop>().IsPurse)
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clNew.maxAmountStack = idOrigin.GetComponent<ItemsDrop>().MaxAmountStack;
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else
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clNew.maxAmountStack = InventoryBase.instance.PlayerStatistics.MaxMoneyStack;
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}
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else
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clNew.maxAmountStack = idOrigin.GetComponent<ItemsDrop>().MaxAmountStack;
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if (idOrigin.GetComponent<ItemsDrop>().IsCombine)
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{
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clNew.isCombine = idOrigin.GetComponent<ItemsDrop>().IsCombine;
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clNew.combineResultPrefab = idOrigin.GetComponent<ItemsDrop>().CombineResultPrefab;
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}
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if (idOrigin.GetComponent<ItemsDrop>().IsResultCombine)
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{
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clNew.isResultCombine = idOrigin.GetComponent<ItemsDrop>().IsResultCombine;
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clNew.combineResultPrefab = idOrigin.GetComponent<ItemsDrop>().CombineResultPrefab;
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clNew.maxStackCombine = idOrigin.GetComponent<ItemsDrop>().MaxStackCombine;
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}
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clNew.tagAttach = idOrigin.GetComponent<ItemsDrop>().AttachTag;
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clNew.typeOfBullet = idOrigin.GetComponent<ItemsDrop>().TypeOfBullet;
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clNew.isLatchkey = idOrigin.GetComponent<ItemsDrop>().IsLatchkey;
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clNew.isBullet = idOrigin.GetComponent<ItemsDrop>().IsBullet;
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clNew.isMagazine = idOrigin.GetComponent<ItemsDrop>().IsMagazine;
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clNew.clipSize = idOrigin.GetComponent<ItemsDrop>().ClipSize;
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clNew.amountBullet = idOrigin.GetComponent<ItemsDrop>().AmountBullet;
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clNew.separatePrefab = idOrigin.GetComponent<ItemsDrop>().SeparatePrefab;
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clNew.itHasMagazine = idOrigin.GetComponent<ItemsDrop>().ItHasMagazine;
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clNew.sortingType = idOrigin.GetComponent<ItemsDrop>().SortingType;
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clNew.tagItem = idOrigin.GetComponent<ItemsDrop>().ItemTag;
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clNew.tagSize = idOrigin.GetComponent<ItemsDrop>().SizeTag;
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clNew.baseTagSize = clNew.tagSize;
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clNew.indexPos60x60 = clNew.GetIndexPos60x60();
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clNew.id_Weapon = idOrigin.GetComponent<ItemsDrop>().ID_Weapon;
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clNew.id_Attach = idOrigin.GetComponent<ItemsDrop>().ID_Attachments;
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clNew.isLockRotate = idOrigin.GetComponent<ItemsDrop>().IsLockRotate;
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clNew.isBackpack = idOrigin.GetComponent<ItemsDrop>().IsBackpack;
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clNew.isTacticalRig = idOrigin.GetComponent<ItemsDrop>().IsTacticalRig;
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clNew.isPockets = idOrigin.GetComponent<ItemsDrop>().IsPockets;
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clNew.statisticList = idOrigin.GetComponent<ItemsDrop>().StatList;
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clNew.baseStatisticsList = idOrigin.GetComponent<ItemsDrop>().StatList;
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clNew.baseColliderSize = idOrigin.GetComponent<BoxCollider>().size;
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//
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clNew.startPositionInInventory = idOrigin.GetComponent<ItemsDrop>().StartPositionInInventory;
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if (IsNotEnemyItem == false)
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{
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if (idOrigin.GetComponent<ItemsDrop>().CL.insertCL != null && idOrigin.GetComponent<ItemsDrop>().CL.insertCL.Length != 0)
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{
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clNew.insertCL = new ItemList[idOrigin.GetComponent<ItemsDrop>().CL.insertCL.Length];
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clNew.startPositionInBackpack = new Vector2[idOrigin.GetComponent<ItemsDrop>().CL.insertCL.Length];
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for (int i = 0; i < idOrigin.GetComponent<ItemsDrop>().CL.insertCL.Length; i++)
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{
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if (idOrigin.GetComponent<ItemsDrop>().CL.insertCL[i] == null)
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break;
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clNew.startPositionInBackpack[i] = idOrigin.GetComponent<ItemsDrop>().CL.insertCL[i].startPositionInInventory;
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clNew.insertCL[i] = idOrigin.GetComponent<ItemsDrop>().CL.insertCL[i];
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clNew.insertCL[i] = SetParameters(clNew.insertCL[i], idOrigin.GetComponent<ItemsDrop>().CL.insertCL[i]);
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}
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}
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}
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clNew.isPutOn = idOrigin.GetComponent<ItemsDrop>().IsPutOn;
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if (clNew.isPockets)
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{
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clNew.pocketSlots = idOrigin.GetComponent<ItemsDrop>().PocketSlots;
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if (clNew.pocketSlots > 1)
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clNew.insertCL = new ItemList[clNew.pocketSlots];
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else
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clNew.insertCL = new ItemList[BackpackBase.MAX_POCKETS_CELLS];
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}
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else if (clNew.isTacticalRig)
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{
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clNew.insertCL = new ItemList[BackpackBase.MAX_TACTICAL_RIG_CELLS];
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clNew.typeTRStyle = idOrigin.GetComponent<ItemsDrop>().TypeTRStyle;
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}
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else if (clNew.isBackpack)
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{
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clNew.tagSizeBackpack = idOrigin.GetComponent<ItemsDrop>().SizeBackpack;
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clNew.insertCL = new ItemList[clNew.GetMasSizeBackpack()];
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clNew.startPositionInBackpack = new Vector2[clNew.GetMasSizeBackpack()];
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}
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else
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{
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clNew.insertCL = new ItemList[1];
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}
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if (idOrigin.GetComponent<ItemsDrop>().itemModding)
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{
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clNew.vspItemModdingPrefab = idOrigin.GetComponent<ItemsDrop>().itemModding;
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clNew.SetItemModdingParameters(true, null);
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}
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else
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Debug.Log("id_Original.GetComponent<ItemsDrop>().itemModding == null");
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if (idOrigin.GetComponent<ItemsDrop>().WeaponPlayerRig)
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clNew.weaponPlayerRig = idOrigin.GetComponent<ItemsDrop>().WeaponPlayerRig;
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if (idOrigin.GetComponent<ItemsDrop>().SpriteTextureItemInventory)
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clNew.spriteTextureItemInventory = idOrigin.GetComponent<ItemsDrop>().SpriteTextureItemInventory;
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if (idOrigin.GetComponent<ItemsDrop>().SpriteTextureItemModding)
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clNew.spriteTextureItemModding = idOrigin.GetComponent<ItemsDrop>().SpriteTextureItemModding;
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clNew.isDefaultRenderParams = idOrigin.GetComponent<ItemsDrop>().ByDefaultRenderParams;
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clNew.modelRenderPosition = idOrigin.GetComponent<ItemsDrop>().WeaponPosition;
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clNew.modelRenderRotation = idOrigin.GetComponent<ItemsDrop>().WeaponRotation;
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clNew.modelRenderScale = idOrigin.GetComponent<ItemsDrop>().WeaponScale;
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return clNew;
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}
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//
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// From ClassList to ItemDrop
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// We do not create a new item
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//
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public static void SetParameters(GameObject idNew, ItemList idOrigin)
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{
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idNew.GetComponent<ItemsDrop>().id = idOrigin.id;
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if (idOrigin.isStack)
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{
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idNew.GetComponent<ItemsDrop>().IsStack = idOrigin.isStack;
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idNew.GetComponent<ItemsDrop>().StackID = idOrigin.stackID;
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}
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idNew.GetComponent<ItemsDrop>().AmountStack = idOrigin.amountStack;
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if (idOrigin.isMoney)
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{
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idNew.GetComponent<ItemsDrop>().IsMoney = idOrigin.isMoney;
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idNew.GetComponent<ItemsDrop>().MoneyType = idOrigin.moneyType;
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idNew.GetComponent<ItemsDrop>().IsPurse = idOrigin.isPurse;
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if (idNew.GetComponent<ItemsDrop>().IsPurse)
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idNew.GetComponent<ItemsDrop>().MaxAmountStack = idOrigin.maxAmountStack;
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else
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InventoryBase.instance.PlayerStatistics.MaxMoneyStack = idOrigin.maxAmountStack;
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}
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else
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idNew.GetComponent<ItemsDrop>().MaxAmountStack = idOrigin.maxAmountStack;
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if (idOrigin.isCombine)
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{
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idNew.GetComponent<ItemsDrop>().IsCombine = idOrigin.isCombine;
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idNew.GetComponent<ItemsDrop>().CombineResultPrefab = idOrigin.combineResultPrefab;
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}
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if (idOrigin.isResultCombine)
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{
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idNew.GetComponent<ItemsDrop>().IsResultCombine = idOrigin.isResultCombine;
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idNew.GetComponent<ItemsDrop>().CombineResultPrefab = idOrigin.combineResultPrefab;
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idNew.GetComponent<ItemsDrop>().MaxStackCombine = idOrigin.maxStackCombine;
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}
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idNew.GetComponent<ItemsDrop>().AttachTag = idOrigin.tagAttach;
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idNew.GetComponent<ItemsDrop>().TypeOfBullet = idOrigin.typeOfBullet;
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idNew.GetComponent<ItemsDrop>().IsLatchkey = idOrigin.isLatchkey;
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idNew.GetComponent<ItemsDrop>().IsBullet = idOrigin.isBullet;
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idNew.GetComponent<ItemsDrop>().IsMagazine = idOrigin.isMagazine;
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idNew.GetComponent<ItemsDrop>().ClipSize = idOrigin.clipSize;
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idNew.GetComponent<ItemsDrop>().AmountBullet = idOrigin.amountBullet;
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idNew.GetComponent<ItemsDrop>().SeparatePrefab = idOrigin.separatePrefab;
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idNew.GetComponent<ItemsDrop>().ItHasMagazine = idOrigin.itHasMagazine;
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idNew.GetComponent<ItemsDrop>().SortingType = idOrigin.sortingType;
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idNew.GetComponent<ItemsDrop>().ItemTag = idOrigin.tagItem;
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idNew.GetComponent<ItemsDrop>().SizeTag = idOrigin.baseTagSize;
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idNew.GetComponent<ItemsDrop>().ID_Weapon = idOrigin.id_Weapon;
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idNew.GetComponent<ItemsDrop>().ID_Attachments = idOrigin.id_Attach;
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idNew.GetComponent<ItemsDrop>().IsLockRotate = idOrigin.isLockRotate;
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idNew.GetComponent<ItemsDrop>().IsBackpack = idOrigin.isBackpack;
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idNew.GetComponent<ItemsDrop>().IsTacticalRig = idOrigin.isTacticalRig;
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idNew.GetComponent<ItemsDrop>().IsPockets = idOrigin.isPockets;
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//
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idNew.GetComponent<ItemsDrop>().StartPositionInInventory = idOrigin.startPositionInInventory;
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if (idOrigin.insertCL != null && idOrigin.insertCL != null && idOrigin.insertCL.Length != 0)
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{
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if (idNew.GetComponent<ItemsDrop>().CL == null)
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idNew.GetComponent<ItemsDrop>().CL = new ItemList();
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idNew.GetComponent<ItemsDrop>().CL.insertCL = new ItemList[idOrigin.insertCL.Length];
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for (int i = 0; i < idOrigin.insertCL.Length; i++)
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{
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if (idOrigin.insertCL[i] == null)
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break;
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idNew.GetComponent<ItemsDrop>().CL.insertCL[i] = idOrigin.insertCL[i];
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idNew.GetComponent<ItemsDrop>().CL.insertCL[i] = SetParameters(idNew.GetComponent<ItemsDrop>().CL.insertCL[i], idOrigin.insertCL[i]);
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}
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}
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idNew.GetComponent<ItemsDrop>().IsPutOn = idOrigin.isPutOn;
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// ?
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idNew.GetComponent<ItemsDrop>().StatList = idOrigin.statisticList;
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idNew.GetComponent<ItemsDrop>().StatList = idOrigin.baseStatisticsList;
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idNew.GetComponent<BoxCollider>().size = idOrigin.baseColliderSize;
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if (idNew.GetComponent<ItemsDrop>().IsBackpack)
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idNew.GetComponent<ItemsDrop>().SizeBackpack = idOrigin.tagSizeBackpack;
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if (idOrigin.vspItemModdingPrefab)
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idNew.GetComponent<ItemsDrop>().itemModding = idOrigin.vspItemModdingPrefab;
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else if (idOrigin.itemModding)
|
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idNew.GetComponent<ItemsDrop>().itemModding = idOrigin.itemModding;
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if (idOrigin.weaponPlayerRig)
|
||
idNew.GetComponent<ItemsDrop>().WeaponPlayerRig = idOrigin.weaponPlayerRig;
|
||
|
||
if (idOrigin.spriteTextureItemInventory)
|
||
idNew.GetComponent<ItemsDrop>().SpriteTextureItemInventory = idOrigin.spriteTextureItemInventory;
|
||
|
||
if (idOrigin.spriteTextureItemModding)
|
||
idNew.GetComponent<ItemsDrop>().SpriteTextureItemModding = idOrigin.spriteTextureItemModding;
|
||
|
||
idNew.GetComponent<ItemsDrop>().CL = idOrigin;
|
||
|
||
idNew.GetComponent<ItemsDrop>().ByDefaultRenderParams = idOrigin.isDefaultRenderParams;
|
||
idNew.GetComponent<ItemsDrop>().WeaponPosition = idOrigin.modelRenderPosition;
|
||
idNew.GetComponent<ItemsDrop>().WeaponRotation = idOrigin.modelRenderRotation;
|
||
idNew.GetComponent<ItemsDrop>().WeaponScale = idOrigin.modelRenderScale;
|
||
}
|
||
|
||
//
|
||
// From ItemDrop to ClassList
|
||
//
|
||
public static ItemList SetParameters(ItemList clNew, ItemsDrop idOrigin, int lootID)
|
||
{
|
||
clNew.id = InventoryBase.instance.idWeaponNames;
|
||
InventoryBase.instance.idWeaponNames++;
|
||
|
||
clNew.lootID = lootID;
|
||
|
||
if (idOrigin.IsStack)
|
||
{
|
||
clNew.isStack = idOrigin.IsStack;
|
||
clNew.stackID = idOrigin.StackID;
|
||
}
|
||
clNew.amountStack = idOrigin.AmountStack;
|
||
|
||
if (idOrigin.IsMoney)
|
||
{
|
||
clNew.isMoney = idOrigin.IsMoney;
|
||
clNew.isPurse = idOrigin.IsPurse;
|
||
clNew.moneyType = idOrigin.MoneyType;
|
||
if (idOrigin.IsPurse)
|
||
clNew.maxAmountStack = idOrigin.MaxAmountStack;
|
||
else
|
||
clNew.maxAmountStack = InventoryBase.instance.PlayerStatistics.MaxMoneyStack;
|
||
}
|
||
else
|
||
clNew.maxAmountStack = idOrigin.MaxAmountStack;
|
||
|
||
if (idOrigin.IsCombine)
|
||
{
|
||
clNew.isCombine = idOrigin.IsCombine;
|
||
clNew.combineResultPrefab = idOrigin.CombineResultPrefab;
|
||
}
|
||
|
||
if (idOrigin.IsResultCombine)
|
||
{
|
||
clNew.isResultCombine = idOrigin.IsResultCombine;
|
||
clNew.combineResultPrefab = idOrigin.CombineResultPrefab;
|
||
clNew.maxStackCombine = idOrigin.MaxStackCombine;
|
||
}
|
||
|
||
clNew.tagAttach = idOrigin.AttachTag;
|
||
clNew.typeOfBullet = idOrigin.TypeOfBullet;
|
||
clNew.isBullet = idOrigin.IsBullet;
|
||
clNew.isMagazine = idOrigin.IsMagazine;
|
||
clNew.clipSize = idOrigin.ClipSize;
|
||
clNew.amountBullet = idOrigin.AmountBullet;
|
||
clNew.separatePrefab = idOrigin.SeparatePrefab;
|
||
clNew.sortingType = idOrigin.SortingType;
|
||
clNew.isLatchkey = idOrigin.IsLatchkey;
|
||
clNew.tagItem = idOrigin.ItemTag;
|
||
clNew.tagSize = idOrigin.SizeTag;
|
||
clNew.id_Weapon = idOrigin.ID_Weapon;
|
||
clNew.id_Attach = idOrigin.ID_Attachments;
|
||
clNew.isLockRotate = idOrigin.IsLockRotate;
|
||
clNew.isBackpack = idOrigin.IsBackpack;
|
||
clNew.isTacticalRig = idOrigin.IsTacticalRig;
|
||
clNew.isPockets = idOrigin.IsPockets;
|
||
clNew.statisticList = idOrigin.StatList;
|
||
clNew.baseStatisticsList = idOrigin.StatList;
|
||
clNew.indexPos60x60 = clNew.GetIndexPos60x60();
|
||
clNew.baseTagSize = idOrigin.SizeTag;
|
||
clNew.baseColliderSize = idOrigin.GetComponent<BoxCollider>().size;
|
||
|
||
if (clNew.isBackpack)
|
||
{
|
||
clNew.tagSizeBackpack = idOrigin.SizeBackpack;
|
||
clNew.insertCL = new ItemList[clNew.GetMasSizeBackpack()];
|
||
clNew.startPositionInBackpack = new Vector2[clNew.GetMasSizeBackpack()];
|
||
}
|
||
else if (clNew.isTacticalRig)
|
||
{
|
||
clNew.insertCL = new ItemList[BackpackBase.MAX_TACTICAL_RIG_CELLS];
|
||
}
|
||
else if (clNew.isPockets)
|
||
{
|
||
clNew.pocketSlots = idOrigin.PocketSlots;
|
||
if (clNew.pocketSlots > 1)
|
||
clNew.insertCL = new ItemList[clNew.pocketSlots];
|
||
else
|
||
clNew.insertCL = new ItemList[BackpackBase.MAX_POCKETS_CELLS];
|
||
}
|
||
|
||
if (idOrigin.WeaponPlayerRig)
|
||
clNew.weaponPlayerRig = idOrigin.WeaponPlayerRig;
|
||
|
||
if (idOrigin.itemModding)
|
||
{
|
||
clNew.vspItemModdingPrefab = idOrigin.itemModding;
|
||
clNew.itemModding = GameObject.Instantiate(clNew.vspItemModdingPrefab);
|
||
}
|
||
else
|
||
Debug.Log("id_Original.GetComponent<ItemsDrop>().itemModding == null");
|
||
|
||
if (idOrigin.SpriteTextureItemInventory)
|
||
clNew.spriteTextureItemInventory = idOrigin.SpriteTextureItemInventory;
|
||
if (idOrigin.SpriteTextureItemModding)
|
||
clNew.spriteTextureItemModding = idOrigin.SpriteTextureItemModding;
|
||
|
||
clNew.isDefaultRenderParams = idOrigin.ByDefaultRenderParams;
|
||
clNew.modelRenderPosition = idOrigin.WeaponPosition;
|
||
clNew.modelRenderRotation = idOrigin.WeaponRotation;
|
||
clNew.modelRenderScale = idOrigin.WeaponScale;
|
||
|
||
return clNew;
|
||
}
|
||
|
||
#endregion
|
||
|
||
#region Set, Get, Reset
|
||
|
||
public static void ResetTransform(Transform itemTransform)
|
||
{
|
||
itemTransform.localScale = Vector3.one;
|
||
itemTransform.localRotation = Quaternion.Euler(Vector3.zero);
|
||
itemTransform.localPosition = Vector3.zero;
|
||
}
|
||
|
||
#endregion
|
||
|
||
#region Inventory Slots
|
||
|
||
public static bool IsHaveFreeSlotInInventory(ItemList cl)
|
||
{
|
||
if (cl == null)
|
||
return false;
|
||
|
||
bool isFoundFreeSlot = false;
|
||
|
||
if (BackpackSystem.instance.GetBackpackInfo().isActiveBackpack)
|
||
isFoundFreeSlot = BackpackSystem.instance.GetBackpackInfo().IsHaveFreeSlotBackpack(cl.indexPos60x60);
|
||
|
||
if (!isFoundFreeSlot)
|
||
{
|
||
if (BackpackSystem.instance.GetBackpackInfo().IsHaveFreeSlotInTacticalRigOrPockets(cl.tagSize) != -1)
|
||
isFoundFreeSlot = true;
|
||
|
||
if (StashSystem.instance && InventoryBase.instance.hideStash)
|
||
isFoundFreeSlot = StashSystem.instance.GetBackpackInfo().IsHaveFreeSlotBackpack(cl.indexPos60x60);
|
||
}
|
||
|
||
if (isFoundFreeSlot)
|
||
return true;
|
||
else
|
||
return false;
|
||
}
|
||
|
||
// Return:
|
||
// -1 - No place
|
||
// 0 - Backpack / Backpack Window
|
||
// 1 - TacticalRig / TacticalRig Window
|
||
// 2 - Pockets / Pockets Window
|
||
// 3 - Stash
|
||
// IsEnemyBackpack - значит будем искать в инвентаре Енеми
|
||
public static int GetFreeSlotIndexPlayerInventoryForSeparateAction(ItemList cl, bool storeMode = false, bool isEnemyBackpack = false, bool stashMode = false, bool isFromBackpackWindow = false, bool isFromTacticalRigPocketsWindow = false)
|
||
{
|
||
Vector2 indexPos60x60 = cl.indexPos60x60;
|
||
if (cl.IsProbablyDifferentSeparateItem() && cl.separatePrefab != null)
|
||
indexPos60x60 = cl.GetIndexPos60x60ByTag(cl.separatePrefab.GetComponent<ItemsDrop>().SizeTag);
|
||
|
||
bool isFoundFreeSlot = false;
|
||
if (!isEnemyBackpack) // Player inventory
|
||
{
|
||
if (stashMode)
|
||
{
|
||
isFoundFreeSlot = StashSystem.instance.GetBackpackInfo().IsHaveFreeSlotBackpack(indexPos60x60);
|
||
if (isFoundFreeSlot)
|
||
return 3;
|
||
else
|
||
return -1;
|
||
}
|
||
else if (isFromBackpackWindow)
|
||
{
|
||
if (BackpackSystem.instance.m_vspBackpackWindow)
|
||
{
|
||
int vsp = BackpackSystem.instance.m_vspBackpackWindow.GetComponentInChildren<BackpackWindow>().GetBackpackInfo().IsHaveFreeSlotBackpackMassive(indexPos60x60, 2, cl);
|
||
|
||
if (vsp == 2 && cl.isResultCombine) // 2 - так как делим предмет на 2 части
|
||
return 0;
|
||
else if (vsp != 0 && !cl.isResultCombine) // 2 - так как делим предмет на 2 части
|
||
return 0;
|
||
}
|
||
}
|
||
else if (isFromTacticalRigPocketsWindow)
|
||
{
|
||
if (BackpackSystem.instance.m_vspBackpackWindow)
|
||
{
|
||
int IndexFreePlace = -1;
|
||
|
||
if (cl.separatePrefab)
|
||
IndexFreePlace = BackpackSystem.instance.m_vspBackpackWindow.GetComponentInChildren<BackpackWindow>().GetBackpackInfo().GetFreeSlotTacticRigPockets(cl.separatePrefab.GetComponent<ItemsDrop>().SizeTag);
|
||
else
|
||
IndexFreePlace = BackpackSystem.instance.m_vspBackpackWindow.GetComponentInChildren<BackpackWindow>().GetBackpackInfo().GetFreeSlotTacticRigPockets(cl.tagSize); // Itself
|
||
|
||
if (IndexFreePlace != -1)
|
||
return IndexFreePlace;
|
||
}
|
||
}
|
||
else
|
||
{
|
||
if (BackpackSystem.instance.GetBackpackInfo().isActiveBackpack) // If there is a slot in the slot
|
||
{
|
||
int vsp = BackpackSystem.instance.GetBackpackInfo().IsHaveFreeSlotBackpackMassive(indexPos60x60, 2, cl);
|
||
|
||
if (vsp == 2 && cl.isResultCombine) // 2 - так как делим предмет на 2 части
|
||
return 0;
|
||
else if (vsp != 0 && !cl.isResultCombine) // 2 - так как делим предмет на 2 части
|
||
return 0;
|
||
else
|
||
isFoundFreeSlot = false;
|
||
}
|
||
|
||
if (!isFoundFreeSlot)
|
||
{
|
||
int IndexFreePlace = 0;
|
||
|
||
if (BackpackSystem.instance.GetBackpackInfo().isActiveTacticalRig || BackpackSystem.instance.GetBackpackInfo().isActivePockets)
|
||
{
|
||
if (cl.separatePrefab)
|
||
IndexFreePlace = BackpackSystem.instance.GetBackpackInfo().IsHaveFreeSlotInTacticalRigOrPockets(cl.separatePrefab.GetComponent<ItemsDrop>().SizeTag);
|
||
else
|
||
IndexFreePlace = BackpackSystem.instance.GetBackpackInfo().IsHaveFreeSlotInTacticalRigOrPockets(cl.tagSize); // Itself
|
||
|
||
if (IndexFreePlace != -1)
|
||
return IndexFreePlace;
|
||
}
|
||
}
|
||
}
|
||
}
|
||
else // Enemy inventory
|
||
{
|
||
if (BackpackEnemyBase.instance.GetBackpackInfo().isActiveBackpack) // If there is a slot in the slot
|
||
{
|
||
int vsp = BackpackEnemyBase.instance.GetBackpackInfo().IsHaveFreeSlotBackpackMassive(indexPos60x60, 2, cl);
|
||
|
||
if (vsp == 2 && cl.isResultCombine) // 2 - так как делим предмет на 2 части
|
||
return 0;
|
||
else if (vsp != 0 && !cl.isResultCombine) // 2 - так как делим предмет на 2 части
|
||
return 0;
|
||
else
|
||
isFoundFreeSlot = false;
|
||
}
|
||
|
||
if (!isFoundFreeSlot)
|
||
{
|
||
int IndexFreePlace = 0;
|
||
|
||
if (BackpackEnemyBase.instance.GetBackpackInfo().isActiveTacticalRig || BackpackEnemyBase.instance.GetBackpackInfo().isActivePockets)
|
||
{
|
||
if (cl.separatePrefab)
|
||
IndexFreePlace = BackpackEnemyBase.instance.GetBackpackInfo().IsHaveFreeSlotInTacticalRigOrPockets(cl.separatePrefab.GetComponent<ItemsDrop>().SizeTag);
|
||
else
|
||
IndexFreePlace = BackpackEnemyBase.instance.GetBackpackInfo().IsHaveFreeSlotInTacticalRigOrPockets(cl.tagSize); // Itself
|
||
|
||
if (IndexFreePlace != -1)
|
||
return IndexFreePlace;
|
||
}
|
||
}
|
||
}
|
||
|
||
return -1;
|
||
}
|
||
|
||
public static int GetFreeSlotIndexPlayerInventory(Vector2 indexPos60x60, ItemList.SizeIconInventory tagSize, bool storeMode = false, bool isEnemyBackpack = false, bool isLootWindow = false)
|
||
{
|
||
bool isFoundFreeSlot = false;
|
||
|
||
if (!isEnemyBackpack)
|
||
{
|
||
if (isLootWindow) // For loot window only one iteration
|
||
{
|
||
isFoundFreeSlot = StashSystem.instance.GetBackpackInfo().IsHaveFreeSlotBackpack(indexPos60x60);
|
||
if (isFoundFreeSlot)
|
||
return 3;
|
||
return -1;
|
||
}
|
||
|
||
if (BackpackSystem.instance.GetBackpackInfo().isActiveBackpack) // If there is a slot in the slot
|
||
{
|
||
isFoundFreeSlot = BackpackSystem.instance.GetBackpackInfo().IsHaveFreeSlotBackpack(indexPos60x60);
|
||
}
|
||
|
||
if (isFoundFreeSlot)
|
||
return 0;
|
||
else
|
||
{
|
||
if (BackpackSystem.instance.GetBackpackInfo().isActiveTacticalRig || BackpackSystem.instance.GetBackpackInfo().isActivePockets)
|
||
{
|
||
int IndexFreePlace = BackpackSystem.instance.GetBackpackInfo().IsHaveFreeSlotInTacticalRigOrPockets(tagSize);
|
||
if (IndexFreePlace != -1)
|
||
return IndexFreePlace;
|
||
}
|
||
else if (StashSystem.instance && InventoryBase.instance.hideStash && !storeMode)
|
||
{
|
||
isFoundFreeSlot = StashSystem.instance.GetBackpackInfo().IsHaveFreeSlotBackpack(indexPos60x60);
|
||
if (isFoundFreeSlot)
|
||
return 3;
|
||
}
|
||
}
|
||
}
|
||
else
|
||
{
|
||
if (BackpackEnemyBase.instance.GetBackpackInfo().isActiveBackpack) // If there is a slot in the slot
|
||
{
|
||
isFoundFreeSlot = BackpackEnemyBase.instance.GetBackpackInfo().IsHaveFreeSlotBackpack(indexPos60x60);
|
||
}
|
||
|
||
if (isFoundFreeSlot)
|
||
return 0;
|
||
else
|
||
{
|
||
if (BackpackEnemyBase.instance.GetBackpackInfo().isActiveTacticalRig || BackpackEnemyBase.instance.GetBackpackInfo().isActivePockets)
|
||
{
|
||
int IndexFreePlace = BackpackEnemyBase.instance.GetBackpackInfo().IsHaveFreeSlotInTacticalRigOrPockets(tagSize);
|
||
if (IndexFreePlace != -1)
|
||
return IndexFreePlace;
|
||
}
|
||
}
|
||
}
|
||
|
||
return -1;
|
||
}
|
||
|
||
// Not used
|
||
public static bool IsFreeSlotIndexForMoney(Vector2 indexPos60x60, ItemList.SizeIconInventory tagSize, int amountItems, bool storeMode = false)
|
||
{
|
||
int countFreeCells = 0;
|
||
|
||
if (BackpackSystem.instance.GetBackpackInfo().isActiveBackpack) // If there is a slot in the slot
|
||
countFreeCells = BackpackSystem.instance.GetBackpackInfo().IsHaveFreeSlotBackpackMassive(indexPos60x60, amountItems, null);
|
||
|
||
if (countFreeCells == amountItems)
|
||
return true;
|
||
else
|
||
{
|
||
if (BackpackSystem.instance.GetBackpackInfo().isActiveTacticalRig || BackpackSystem.instance.GetBackpackInfo().isActivePockets)
|
||
{
|
||
countFreeCells += BackpackSystem.instance.GetBackpackInfo().IsHaveFreeSlotTacticRigPocketsMassive(tagSize, amountItems);
|
||
if (countFreeCells == amountItems)
|
||
return true;
|
||
}
|
||
}
|
||
|
||
return false;
|
||
}
|
||
|
||
#endregion
|
||
|
||
#region Save
|
||
|
||
public static void SaveWeapon(ItemList itemCL)
|
||
{
|
||
string filename = itemCL.id.ToString();
|
||
InventoryBase.instance.RenderRoot.GetComponentInChildren<SaveWeaponModdingButton>().SaveButtonParameters(filename);
|
||
itemCL.itemModding.GetComponentInChildren<SaveWeaponModding>().SaveParameters(filename, true);
|
||
}
|
||
|
||
#endregion
|
||
|
||
#region Helper script
|
||
|
||
public static bool AddAttachmentsToItem(GameObject[] weaponAttachments, ItemList weaponCL, Transform spawnPoint)
|
||
{
|
||
if (weaponAttachments != null && weaponAttachments.Length != 0)
|
||
{
|
||
// Для начала создадим в корне эти аттачи (чтобы не иметь дело с префабами)
|
||
GameObject[] vspWeaponAttachments = new GameObject[weaponAttachments.Length];
|
||
weaponCL.insertCL = new ItemList[weaponAttachments.Length];
|
||
|
||
int i = 0;
|
||
for (; i < weaponAttachments.Length; i++)
|
||
{
|
||
vspWeaponAttachments[i] = GameObject.Instantiate(weaponAttachments[i], spawnPoint);
|
||
vspWeaponAttachments[i].SetActive(false);
|
||
}
|
||
|
||
//
|
||
//
|
||
//
|
||
int count = 0;
|
||
do
|
||
{
|
||
List<GameObject> attachments = new List<GameObject>();
|
||
i = 0;
|
||
foreach (GameObject n in vspWeaponAttachments)
|
||
{
|
||
ItemList cl = new ItemList();
|
||
cl = SetParameters(cl, n, true);
|
||
|
||
cl.itemModding.GetComponent<AttachIdentity>().CL = cl;
|
||
weaponCL.insertCL[i] = cl;
|
||
|
||
if (AttachAttachmentToItemHelper(cl, weaponCL, true))
|
||
GameObject.Destroy(n);
|
||
else
|
||
{
|
||
attachments.Add(n); // добавляем в список аттач, которому якобы не нашлось место
|
||
if (cl.itemModding)
|
||
GameObject.Destroy(cl.itemModding);
|
||
}
|
||
|
||
i++;
|
||
}
|
||
|
||
if (attachments.Count == 0)
|
||
break;
|
||
else
|
||
{
|
||
vspWeaponAttachments = null;
|
||
vspWeaponAttachments = new GameObject[attachments.Count];
|
||
|
||
for (int j = 0; j < vspWeaponAttachments.Length; j++)
|
||
vspWeaponAttachments[j] = attachments[j];
|
||
}
|
||
|
||
count++;
|
||
} while (count < 5);
|
||
|
||
FindMagazineInTheWeapon(weaponCL);
|
||
}
|
||
|
||
return false;
|
||
}
|
||
|
||
public static bool AttachAttachmentToItemHelper(ItemList attachmentCL, ItemList itemCL, bool setActiveAttachment)
|
||
{
|
||
Component[] p = itemCL.itemModding.GetComponentsInChildren(typeof(Helpers), true);
|
||
if (p != null)
|
||
{
|
||
foreach (Helpers n in p)
|
||
{
|
||
if (n.TagAttach == attachmentCL.tagAttach)
|
||
{
|
||
attachmentCL.SetItemModdingParameters(setActiveAttachment, n.transform);
|
||
n.AddParametersToHelper(attachmentCL, n.GetOriginalAttachmentID());
|
||
n.openHelper = 1;
|
||
|
||
return true;
|
||
}
|
||
}
|
||
}
|
||
|
||
return false;
|
||
}
|
||
|
||
public static void FindMagazineInTheWeapon(ItemList weaponCL)
|
||
{
|
||
Component[] p = weaponCL.itemModding.GetComponentsInChildren(typeof(AttachIdentity), true);
|
||
if (p != null)
|
||
{
|
||
// turn flag
|
||
weaponCL.isMagazineAttached = false;
|
||
|
||
// Seraching the magazine
|
||
foreach (AttachIdentity n in p)
|
||
{
|
||
// found
|
||
if (n.CL.tagAttach == ItemList.TagAttchments.ATTACH_MAGAZINE)
|
||
{
|
||
weaponCL.isMagazineAttached = true;
|
||
if (weaponCL.insertCL == null)
|
||
weaponCL.insertCL = new ItemList[1];
|
||
weaponCL.insertCL[0] = n.CL; // Remember the data magazine (to have access to them)
|
||
break;
|
||
}
|
||
}
|
||
}
|
||
}
|
||
|
||
#endregion
|
||
|
||
#region Icon item
|
||
|
||
public static void SetItemComponentsParameters(GameObject item, ItemList cl)
|
||
{
|
||
item.GetComponent<Slot>().TagItem = cl.tagItem;
|
||
item.GetComponent<Slot>().TagSize[0] = cl.tagSize;
|
||
item.GetComponentInChildren<ButtonOptions>().CL = cl;
|
||
item.GetComponentInChildren<ButtonOptions>().SetTextParameters(cl);
|
||
}
|
||
|
||
#endregion
|
||
|
||
#region Image/Text Alpha
|
||
|
||
public static void SetImageAlpha(Image icon, float alpha)
|
||
{
|
||
Color _a = icon.color;
|
||
_a.a = alpha;
|
||
icon.color = _a;
|
||
}
|
||
|
||
public static void SetTextAlpha(Text text, float alpha)
|
||
{
|
||
Color _a = text.color;
|
||
_a.a = alpha;
|
||
text.color = _a;
|
||
}
|
||
|
||
#endregion
|
||
|
||
#region Get new Icon
|
||
|
||
public static IEnumerator CreateNewIconInInventoryNextFrame(int returnIndex, ItemList returnCL, GameObject destroyOriginal, bool isEnemyBackpack, bool isCreateInBackpackWindow)
|
||
{
|
||
int index = returnIndex;
|
||
ItemList cl = returnCL;
|
||
GameObject originalItem = destroyOriginal;
|
||
|
||
yield return new WaitForEndOfFrame();
|
||
|
||
if (isEnemyBackpack)
|
||
{
|
||
if (index == 0)
|
||
{
|
||
//BackpackEnemyBase.instance.OpenIndicesBackpackByIconPosition(originalItem.GetComponentInChildren<ButtonOptions>().CL.indexPos60x60, originalItem.GetComponent<Slot>().transform.localPosition);
|
||
BackpackEnemyBase.instance.CreateItemInBackpack(cl, BackpackEnemyBase.instance.rootBackpackIconsSpawn.transform);
|
||
}
|
||
else if (index == 1 || index == 2)
|
||
{
|
||
//BackpackEnemyBase.instance.OpenIndicesTacticalRigPockets(originalItem.GetComponentInChildren<ButtonOptions>().CL);
|
||
BackpackEnemyBase.instance.CreateItemInTacticalRigOrPockets(cl);
|
||
}
|
||
}
|
||
else
|
||
{
|
||
if (index == 0)
|
||
{
|
||
if (isCreateInBackpackWindow)
|
||
{
|
||
BackpackSystem.instance.m_vspBackpackWindow.GetComponentInChildren<BackpackWindow>().OpenIndicesBackpackByIconPosition(originalItem.GetComponentInChildren<ButtonOptions>().CL.indexPos60x60, originalItem.GetComponent<Slot>().transform.localPosition);
|
||
BackpackSystem.instance.m_vspBackpackWindow.GetComponentInChildren<BackpackWindow>().CreateItemInBackpack(cl, BackpackSystem.instance.m_vspBackpackWindow.GetComponentInChildren<BackpackWindow>().rootIconsSpawn.transform);
|
||
}
|
||
else
|
||
{
|
||
//BackpackSystem.instance.OpenIndicesBackpackByIconPosition(originalItem.GetComponentInChildren<ButtonOptions>().CL.indexPos60x60, originalItem.GetComponent<Slot>().transform.localPosition);
|
||
BackpackSystem.instance.CreateItemInBackpack(cl, BackpackSystem.instance.rootIconItemsBackpackSpawn.transform);
|
||
}
|
||
}
|
||
else if (index == 1 || index == 2)
|
||
{
|
||
if (isCreateInBackpackWindow)
|
||
{
|
||
//BackpackSystem.instance.m_vspBackpackWindow.GetComponentInChildren<BackpackWindow>().OpenIndicesBackpackByIconPosition(originalItem.GetComponentInChildren<ButtonOptions>().CL.indexPos60x60, originalItem.GetComponent<Slot>().transform.localPosition);
|
||
BackpackSystem.instance.m_vspBackpackWindow.GetComponentInChildren<BackpackWindow>().CreateItemInTacticalRigOrPockets(cl);
|
||
}
|
||
else
|
||
{
|
||
//BackpackSystem.instance.OpenIndicesTacticalRigPockets(originalItem.GetComponentInChildren<ButtonOptions>().CL);
|
||
BackpackSystem.instance.CreateItemInTacticalRigOrPockets(cl);
|
||
}
|
||
}
|
||
else if (index == 3)
|
||
{
|
||
//StashSystem.instance.OpenIndicesBackpackByIconPosition(originalItem.GetComponentInChildren<ButtonOptions>().CL.indexPos60x60, originalItem.GetComponent<Slot>().transform.localPosition);
|
||
StashSystem.instance.CreateItemInStashNextFrame(cl);
|
||
}
|
||
}
|
||
|
||
GameObject.Destroy(originalItem.GetComponentInChildren<ButtonOptions>().CL.itemModding);
|
||
GameObject.Destroy(originalItem);
|
||
}
|
||
|
||
#endregion
|
||
|
||
#region Calculation
|
||
|
||
// Возвращает коэффциент масштаба экрана в зависимости от области, в котороый мы работаем (инвентарь или юи)
|
||
public static Vector2 CalculateScreenCoefficient()
|
||
{
|
||
Vector2 coeff;
|
||
// First, we calculate the difference between the sizes of the canvas and the screen window
|
||
if (InventoryBase.instance.isActive)
|
||
{
|
||
coeff.x = InventoryBase.instance.CanvasRoot.GetComponent<RectTransform>().rect.width - Screen.width;
|
||
coeff.y = InventoryBase.instance.CanvasRoot.GetComponent<RectTransform>().rect.height - Screen.height;
|
||
}
|
||
else
|
||
{
|
||
coeff.x = UI.instance.GetComponent<RectTransform>().rect.width - Screen.width;
|
||
coeff.y = UI.instance.GetComponent<RectTransform>().rect.height - Screen.height;
|
||
}
|
||
|
||
// Then we find what percentage is the screen window relative to the canvas
|
||
coeff.x /= Screen.width;
|
||
coeff.y /= Screen.height;
|
||
|
||
return coeff;
|
||
}
|
||
|
||
#endregion
|
||
|
||
#region Clamp
|
||
|
||
public static void ClampWindowRE4Position(Vector2 windowPosition, Vector2 windowRoot)
|
||
{
|
||
// Top
|
||
if (windowPosition.y >= InventoryBase.instance.CanvasRoot.GetComponent<RectTransform>().rect.height - 10.0f)
|
||
{
|
||
BackpackSystem.instance.SetAmountCreatedWindows(0);
|
||
return;
|
||
}
|
||
|
||
// Down
|
||
if (windowPosition.y - windowRoot.y <= 0.0f)
|
||
{
|
||
BackpackSystem.instance.SetAmountCreatedWindows(0);
|
||
return;
|
||
}
|
||
|
||
// Left
|
||
if (windowPosition.x - windowRoot.x / 2.0f <= 0.0f)
|
||
{
|
||
BackpackSystem.instance.SetAmountCreatedWindows(0);
|
||
return;
|
||
}
|
||
|
||
//Right
|
||
if (windowPosition.x + windowRoot.x / 2.0f >= InventoryBase.instance.CanvasRoot.GetComponent<RectTransform>().rect.width)
|
||
{
|
||
BackpackSystem.instance.SetAmountCreatedWindows(0);
|
||
return;
|
||
}
|
||
}
|
||
|
||
public static Quaternion ClampRotationAroundAxis(Quaternion q, Vector2 limitRotation, int axisIndex)
|
||
{
|
||
q.x /= q.w;
|
||
q.y /= q.w;
|
||
q.z /= q.w;
|
||
q.w = 1.0f;
|
||
|
||
float angle = 0f;
|
||
|
||
if (axisIndex == 0) // X
|
||
{
|
||
angle = 2.0f * Mathf.Rad2Deg * Mathf.Atan(q.x);
|
||
angle = Mathf.Clamp(angle, limitRotation.x, limitRotation.y);
|
||
q.x = Mathf.Tan(0.5f * Mathf.Deg2Rad * angle);
|
||
}
|
||
else if (axisIndex == 1) // Y
|
||
{
|
||
angle = 2.0f * Mathf.Rad2Deg * Mathf.Atan(q.y);
|
||
angle = Mathf.Clamp(angle, limitRotation.x, limitRotation.y);
|
||
q.y = Mathf.Tan(0.5f * Mathf.Deg2Rad * angle);
|
||
}
|
||
else if (axisIndex == 2) // Z
|
||
{
|
||
angle = 2.0f * Mathf.Rad2Deg * Mathf.Atan(q.z);
|
||
angle = Mathf.Clamp(angle, limitRotation.x, limitRotation.y);
|
||
q.z = Mathf.Tan(0.5f * Mathf.Deg2Rad * angle);
|
||
}
|
||
|
||
return q;
|
||
}
|
||
|
||
#endregion
|
||
|
||
#region Random
|
||
|
||
public static float GetRandomIndex(Vector2 vector)
|
||
{
|
||
return Random.Range((int)vector.x, (int)vector.y);
|
||
}
|
||
|
||
public static int GetRandomIndex(int maxAmount)
|
||
{
|
||
return Random.Range(0, maxAmount);
|
||
}
|
||
|
||
#endregion
|
||
|
||
#region Layer
|
||
|
||
public static void SetItemLayerGroup(GameObject item, string layerGroupName)
|
||
{
|
||
Component[] p = item.GetComponentsInChildren(typeof(Transform), true);
|
||
if (p != null)
|
||
{
|
||
foreach (Transform g in p)
|
||
g.gameObject.layer = LayerMask.NameToLayer(layerGroupName);
|
||
}
|
||
}
|
||
|
||
#endregion
|
||
}
|
||
|
||
[SerializeField]
|
||
public class Scavenger
|
||
{
|
||
List<GameObject> vspDestroyObjects = new List<GameObject>(); // Сюда сохраняются все объекты, которые после закрытия инвентаря будут удалены
|
||
GameObject[] vspInspectWindow;
|
||
|
||
public Scavenger(int limitOfWindows)
|
||
{
|
||
vspInspectWindow = new GameObject[limitOfWindows];
|
||
}
|
||
|
||
public void AddNewComponentToDestroyList(GameObject obj)
|
||
{
|
||
if (!vspDestroyObjects.Contains(obj))
|
||
vspDestroyObjects.Add(obj);
|
||
}
|
||
|
||
public void AddNewInspectWindowToDestroyList(int index, GameObject window)
|
||
{
|
||
vspInspectWindow[index] = window;
|
||
}
|
||
|
||
public GameObject GetInspectWindowByIndex(int index)
|
||
{
|
||
return vspInspectWindow[index];
|
||
}
|
||
|
||
public void FreeObjects()
|
||
{
|
||
if (vspDestroyObjects != null)
|
||
{
|
||
for (int i = 0; i < vspDestroyObjects.Count; i++)
|
||
{
|
||
if (vspDestroyObjects[i])
|
||
{
|
||
if (vspDestroyObjects[i].GetComponentInChildren<BackpackWindow>())
|
||
vspDestroyObjects[i].GetComponentInChildren<BackpackWindow>().CloseWindow(true);
|
||
GameObject.Destroy(vspDestroyObjects[i]);
|
||
}
|
||
}
|
||
}
|
||
vspDestroyObjects.Clear();
|
||
|
||
for (int i = 0; i < vspInspectWindow.Length; i++)
|
||
{
|
||
if (vspInspectWindow[i] && vspInspectWindow[i].GetComponentInChildren<InspectWindow>())
|
||
vspInspectWindow[i].GetComponentInChildren<InspectWindow>().CloseWindow(true);
|
||
vspInspectWindow[i] = null;
|
||
}
|
||
}
|
||
}
|
||
}
|
||
}
|