-
Notifications
You must be signed in to change notification settings - Fork 2
Expand file tree
/
Copy pathInventoryClass.js
More file actions
114 lines (98 loc) · 3 KB
/
InventoryClass.js
File metadata and controls
114 lines (98 loc) · 3 KB
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
import System.Collections.Generic;
var Player : GameObject;
var inv : List.<GameObject>;
var invJ : List.<GameObject>;
var invQ : List.<GameObject>;
var invBE : List.<GameObject>;
var invAE : List.<GameObject>;
var textur : GameObject;
var texturJ : GameObject;
var texturQ : GameObject;
var texturB : GameObject;
var texturA : GameObject;
var junkStartX = -200;
var junkIncreaseX = 110;
var junkStartY = 123;
var junkIncreaseY = -110;
var junkIncreaseDuration = 4;
var qStartX = -200;
var qIncreaseX = 110;
var qStartY = 123;
var qIncreaseY = -110;
var qIncreaseDur = 4;
var weStartX = -200;
var weIncreaseX = 110;
var weStartY = 123;
var weIncreaseY = -110;
var weIncreaseDur = 4;
var beStartX = -200;
var beIncreaseX = 110;
var beStartY = 123;
var beIncreaseY = -110;
var beIncreaseDur = 4;
var aeStartX = -200;
var aeIncreaseX = 110;
var aeStartY = 123;
var aeIncreaseY = -110;
var aeIncreaseDur = 4;
var jx = 0;
// Use this for initialization
function Start () {
}
// Update is called once per frame
function Update () {
if (textur.activeSelf) {
for (i = 0; i<inv.Count; i++) {
var script = inv[i].GetComponent(ItemClassProperties);
script.image.SetActive(true);
}
}
/*
if (texturJ.activeSelf) {
for (j=0; j<invJ.Count;j++) {
script = invJ[j].GetComponent(ItemClassProperties);
script.image.SetActive(true);
var imaged = script.image.GetComponent(RectTransform);
if (j%junkIncreaseDuration == 0) {jx = 0;}
imaged.anchoredPosition = Vector2(junkIncreaseX*jx+junkStartX, junkIncreaseY*(Mathf.Floor(j/(junkIncreaseDuration)))+junkStartY);
jx++;
}
}
*/
loop(textur, inv, weIncreaseDur, weIncreaseX, weStartX, weIncreaseY, weStartY);
loop(texturJ, invJ, junkIncreaseDuration, junkIncreaseX, junkStartX, junkIncreaseY, junkStartY);
loop(texturQ, invQ, qIncreaseDur, qIncreaseX, qStartX, qIncreaseY, qStartY);
loop(texturB, invBE, beIncreaseDur, beIncreaseX, beStartX, beIncreaseY, beStartY);
loop(texturA, invAE, aeIncreaseDur, aeIncreaseX, aeStartX, aeIncreaseY, aeStartY);
if (Input.GetKeyDown("e") && (textur.activeSelf || texturJ.activeSelf || texturQ.activeSelf || texturB.activeSelf || texturA.activeSelf)) {
Player.SetActive(true);
textur.SetActive(false);
texturJ.SetActive(false);
texturQ.SetActive(false);
texturB.SetActive(false);
texturA.SetActive(false);
/*
for (i = 0; i<inv.length; i++) {
var script2 = inv[i].GetComponent(ItemClassProperties);
script2.image.SetActive(false);
}
*/
} else if (Input.GetKeyDown("e")) {
Player.SetActive(false);
textur.SetActive(true);
}
}
function loop(textur1, Inventory, increaseDur, increasex, startx, increasey, starty) {
if (textur1.activeSelf) {
for (j=0; j<Inventory.Count; j++) {
var script = Inventory[j].GetComponent(ItemClassProperties);
script.image.SetActive(true);
var imaged = script.image.GetComponent(RectTransform);
if (j%increaseDur == 0) {jx = 0;}
imaged.anchoredPosition = Vector2(increasex*jx+startx, increasey*(Mathf.Floor(j/increaseDur))+starty);
jx++;
}
} else {
jx = 0;
}
}