Fix some docs, fix item use on server, update project settings
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@ -6,6 +6,9 @@ namespace Cyber.Items {
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/// An item, containing itemmy information.
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/// An item, containing itemmy information.
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/// </summary>
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/// </summary>
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public class Item {
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public class Item {
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/// <summary>
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/// Delegate for actions that items can do.
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/// </summary>
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public delegate void ItemAction(Character host);
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public delegate void ItemAction(Character host);
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/// <summary>
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/// <summary>
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@ -52,6 +55,7 @@ namespace Cyber.Items {
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/// <param name="weight">The Weight of the item.</param>
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/// <param name="weight">The Weight of the item.</param>
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/// <param name="slot">The equip slot of the item.</param>
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/// <param name="slot">The equip slot of the item.</param>
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/// <param name="description">The description of the item.</param>
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/// <param name="description">The description of the item.</param>
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/// <param name="action">The action which is ran when the item is used.</param>
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public Item(int id, int modelId, string name, float weight, EquipSlot slot, string description, ItemAction action = null) {
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public Item(int id, int modelId, string name, float weight, EquipSlot slot, string description, ItemAction action = null) {
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ID = id;
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ID = id;
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ModelID = modelId;
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ModelID = modelId;
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@ -246,7 +246,8 @@ namespace Cyber.Networking.Serverside {
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InventoryActionPkt InventoryActionPkt = new InventoryActionPkt();
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InventoryActionPkt InventoryActionPkt = new InventoryActionPkt();
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InventoryActionPkt.Deserialize(msg.reader);
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InventoryActionPkt.Deserialize(msg.reader);
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Inventory CurrInventory = Players[msg.conn.connectionId].Character.GetComponent<Inventory>();
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Character Character = Players[msg.conn.connectionId].Character;
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Inventory CurrInventory = Character.GetComponent<Inventory>();
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InventoryActionPkt.SyncBaseID = CurrInventory.ID;
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InventoryActionPkt.SyncBaseID = CurrInventory.ID;
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switch (InventoryActionPkt.Action) {
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switch (InventoryActionPkt.Action) {
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@ -258,6 +259,15 @@ namespace Cyber.Networking.Serverside {
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EquipSlot Slot = (EquipSlot) InventoryActionPkt.RelatedInt;
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EquipSlot Slot = (EquipSlot) InventoryActionPkt.RelatedInt;
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CurrInventory.Equipped.ClearSlot(Slot);
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CurrInventory.Equipped.ClearSlot(Slot);
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break;
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break;
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case InventoryAction.Use:
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EquipSlot UseSlot = (EquipSlot) InventoryActionPkt.RelatedInt;
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Item UseItem = CurrInventory.Equipped.GetItem(UseSlot);
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if (UseItem != null && UseItem.Action != null && Character != null) {
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// Item exists, it has an action, and the character
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// isn't controlled by the client (no double-actions).
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UseItem.Action(Character);
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}
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break;
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}
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}
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SendToAll(PktType.InventoryAction, InventoryActionPkt);
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SendToAll(PktType.InventoryAction, InventoryActionPkt);
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@ -10,7 +10,7 @@ PlayerSettings:
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targetDevice: 2
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targetDevice: 2
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useOnDemandResources: 0
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useOnDemandResources: 0
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accelerometerFrequency: 60
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accelerometerFrequency: 60
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companyName: DefaultCompany
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companyName: Saltosion
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productName: Cyber
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productName: Cyber
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defaultCursor: {fileID: 0}
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defaultCursor: {fileID: 0}
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cursorHotspot: {x: 0, y: 0}
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cursorHotspot: {x: 0, y: 0}
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@ -64,7 +64,7 @@ PlayerSettings:
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useOSAutorotation: 1
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useOSAutorotation: 1
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use32BitDisplayBuffer: 1
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use32BitDisplayBuffer: 1
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disableDepthAndStencilBuffers: 0
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disableDepthAndStencilBuffers: 0
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defaultIsFullScreen: 1
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defaultIsFullScreen: 0
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defaultIsNativeResolution: 1
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defaultIsNativeResolution: 1
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runInBackground: 1
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runInBackground: 1
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captureSingleScreen: 0
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captureSingleScreen: 0
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