47        m_Canvas = GetComponentInParent<Canvas>();
 
   85            return Vector3Int.zero;
 
   94        m_Grid = GameObject.FindObjectOfType<Grid>();
 
  108        if( ( Mathf.Abs( cursorGridPosition.x - playerGridPosition.x ) > 
ItemUseGridRadius ) ||
 
  109            ( Mathf.Abs( cursorGridPosition.y - playerGridPosition.y ) > 
ItemUseGridRadius ) )
 
  118        if( itemDetails == 
null )
 
  127        if( gridPropertyDetails != 
null )
 
  207        m_CursorImage.color = Color.clear;
 
  216        m_CursorImage.color = 
new Color( 1f, 1f, 1f, 1f );
 
  227        Vector3 worldPosition = 
m_MainCamera.ScreenToWorldPoint( 
new Vector3( Input.mousePosition.x, Input.mousePosition.y, -
m_MainCamera.transform.position.z ) );
 
  228        return m_Grid.WorldToCell( worldPosition );
 
  246        Vector3 gridWorldPosition = 
m_Grid.CellToWorld( gridPosition );
 
  247        Vector2 gridScreenPosition = 
m_MainCamera.WorldToScreenPoint( gridWorldPosition );
 
InventoryLocation
Describes the type of inventory and count Ex: player inventory or chest inventory
 
ItemType
Describe the item type
 
void OnDisable()
Unsubscribe sceneload
 
Sprite m_GreenCursorSprite
 
void Start()
Initialize camera and canvas
 
bool IsCursorValidForSeed(GridPropertyDetails gridPropertyDetails)
Test cursor validity for a seed for the target gridPropertyDetails.
 
ItemType m_SelectedItemType
 
ItemType SelectedItemType
 
void SetCursorValidity(Vector3Int cursorGridPosition, Vector3Int playerGridPosition)
Check series of checks to determine validity of the cursor location. Based on the validity set the cu...
 
Vector2 GetRectTransformPositionForCursor(Vector3Int gridPosition)
Transfor the UI Items on canvas to pixel positions.
 
Vector3Int GetGridPositionForCursor()
Return the position of the cursor.
 
Vector3Int DisplayCursor()
Display the cursor which marked valid and invalid drop locations.
 
void SetCursorToValid()
Set the cursor to valid.
 
void Update()
Call display cursor function at every frame.
 
void SceneLoaded()
Initialize the Grid
 
bool m_CursorPositionIsValid
 
void DisableCursor()
Disable the cursor.
 
bool IsCursorValidForCommodity(GridPropertyDetails gridPropertyDetails)
Test cursor validity for a commodity for the target gridPropertyDetails.
 
void SetCursorToInvalid()
Set the cursor to invalid.
 
void OnEnable()
Subscribe scene load.
 
void EnableCursor()
Enable the cursor.
 
RectTransform m_CursorRectTransform
 
Vector3Int GetGridPositionForPlayer()
Return the grid position of the player.
 
bool CursorPositionIsValid
 
This will get the information from serialiable object and populate these class Basically this will st...
 
This will get the information from serialiable object and populate these class Basically this will st...
 
This class will manage all the inventory related operations.
 
This class holds information of items.
 
This class has all the things related to player