Generified ElementStorage.cs and ElementStorageSlot.cs
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18 changed files with 210 additions and 212 deletions
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@ -2,7 +2,7 @@ using System;
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using UnityEngine;
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using UnityEngine.EventSystems;
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public class InventorySlot : ItemStorageSlot, IPointerClickHandler {
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public class InventorySlot : ElementStorageSlot<Item>, IPointerClickHandler {
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private Inventory _inventory;
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private PlayerController _playerController;
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@ -14,10 +14,10 @@ public class InventorySlot : ItemStorageSlot, IPointerClickHandler {
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/**
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* Gets called when the Inventory Slot is clicked
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*/
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public override void UseItem() {
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if(Item) {
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if(Item.GetType() == typeof(UsableItem)) {
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((UsableItem)Item).Select();
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public override void UseElement() {
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if(Element) {
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if(Element.GetType() == typeof(UsableItem)) {
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((UsableItem)Element).Select();
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//Debug.Log("using " + Item.displayName);
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} else {
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//Debug.Log("Item not usable " + Item.displayName);
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@ -33,8 +33,8 @@ public class InventorySlot : ItemStorageSlot, IPointerClickHandler {
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public void OnPointerClick(PointerEventData eventData) {
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// When clicked on with right Mouse Button sell the Item
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if(eventData.button == PointerEventData.InputButton.Right) {
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if(Item) {
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_inventory.SellItem(Item, 1); //TODO: wie machen mehr als 1 verkaufen?!
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if(Element) {
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_inventory.SellItem(Element, 1); //TODO: wie machen mehr als 1 verkaufen?!
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}
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}
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}
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