using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.UI; using RPGCreationKit; namespace RPGCreationKit { public class AmmoItemInTradeUI : AmmoItemInInventoryUI { public override void OnClick(bool takeAll = false) { if (TradeSystemUI.instance.isBuyingOrDrawing) { Debug.Log("Taking item: " + base.ammoItemInInventory.item.ItemName); if (TradeSystemUI.instance.isMerchant) { // if the amount is 1, add it one time if (base.ammoItemInInventory.Amount <= 1) { TradeSystemUI.instance.confirmTradePanel.gameObject.SetActive(true); TradeSystemUI.instance.confirmTradePanel.Init(base.ammoItemInInventory, this, "Are you sure you want to buy 1 " + base.ammoItemInInventory.item.ItemName + " for " + base.ammoItemInInventory.item.Value + " golds?"); TradeSystemUI.instance.confirmTradePanel.continueButton.onClick.AddListener(() => ConfirmTrade(1, ConfirmTradeAction.BuyFromMerchant)); } else if (base.ammoItemInInventory.item.isCumulable && base.ammoItemInInventory.Amount > 1) { TradeSystemUI.instance.takeDepositItemsPanel.gameObject.SetActive(true); TradeSystemUI.instance.takeDepositItemsPanel.Init(ammoItemInInventory, this); } } else { // we're drawing from a friendly npc } } else // we're selling { // if the amount is 1, add it one time if (TradeSystemUI.instance.isMerchant) { // if the amount is 1, add it one time if (base.ammoItemInInventory.Amount <= 1) { TradeSystemUI.instance.confirmTradePanel.gameObject.SetActive(true); TradeSystemUI.instance.confirmTradePanel.Init(base.ammoItemInInventory, this, "Are you sure you want to sell 1 " + base.ammoItemInInventory.item.ItemName + " for " + base.ammoItemInInventory.item.Value + " golds?"); TradeSystemUI.instance.confirmTradePanel.continueButton.onClick.AddListener(() => ConfirmTrade(1, ConfirmTradeAction.SellToMerchant)); } else if (base.ammoItemInInventory.item.isCumulable && base.ammoItemInInventory.Amount > 1) { TradeSystemUI.instance.takeDepositItemsPanel.gameObject.SetActive(true); TradeSystemUI.instance.takeDepositItemsPanel.Init(ammoItemInInventory, this); } } } } public override void ConfirmButtonCumulableItem(int amount) { if (TradeSystemUI.instance.isBuyingOrDrawing) { if (TradeSystemUI.instance.isMerchant) { TradeSystemUI.instance.takeDepositItemsPanel.CancelButton(); TradeSystemUI.instance.confirmTradePanel.gameObject.SetActive(true); TradeSystemUI.instance.confirmTradePanel.Init(base.ammoItemInInventory, this, "Are you sure you want to buy " + amount + " " + base.ammoItemInInventory.item.ItemName + " for " + (base.ammoItemInInventory.item.Value * amount) + " golds?", true); TradeSystemUI.instance.confirmTradePanel.continueButton.onClick.AddListener(() => ConfirmTrade(amount, ConfirmTradeAction.BuyFromMerchant)); } else { // friendly npc } } else // we're selling { if (TradeSystemUI.instance.isMerchant) { TradeSystemUI.instance.takeDepositItemsPanel.CancelButton(); TradeSystemUI.instance.confirmTradePanel.gameObject.SetActive(true); TradeSystemUI.instance.confirmTradePanel.Init(base.ammoItemInInventory, this, "Are you sure you want to sell " + amount + " " + base.ammoItemInInventory.item.ItemName + " for " + (base.ammoItemInInventory.item.Value * amount) + " golds?", true); TradeSystemUI.instance.confirmTradePanel.continueButton.onClick.AddListener(() => ConfirmTrade(amount, ConfirmTradeAction.SellToMerchant)); } else { //friendly npc } } } public override void ConfirmTrade(int _amount, ConfirmTradeAction _action) { int totalGoldsAmount = (base.ammoItemInInventory.item.Value * _amount); if (_action == ConfirmTradeAction.BuyFromMerchant) { if (Inventory.PlayerInventory.GetItemCount("Gold001") >= totalGoldsAmount) { Inventory.PlayerInventory.AddItem(base.ammoItemInInventory.item, base.ammoItemInInventory.metadata, _amount); Inventory.PlayerInventory.RemoveItem("Gold001", totalGoldsAmount); TradeSystemUI.instance.curMerchant.inventory.AddItem("Gold001", totalGoldsAmount); // Remove the item from the merchant inventory TradeSystemUI.instance.curMerchant.inventory.RemoveItem(base.ammoItemInInventory, _amount); TradeSystemUI.instance.PlaySound(GoldsSounds.Spend); TradeSystemUI.instance.confirmTradePanel.CancelButton(); AlertMessage.instance.InitAlertMessage("Transaction Completed!", 1.5f); TradeSystemUI.instance.UpdateStatsUI(); // if the merchant's item is out of stocks, remove the item if (base.ammoItemInInventory.Amount <= 0) { TradeSystemUI.instance.SelectNextButton(); // Disable this object pool.usedObjects.Remove(this); pool.AmmosPool.usedObjects.Remove(this); gameObject.GetComponent