示例#1
0
  public InventoryUI() {
    super("Inventory", Utility.STATUSUI_SKIN, "solidbackground");

    _observers = new Array<InventoryObserver>();

    _dragAndDrop = new DragAndDrop();
    _inventoryActors = new Array<Actor>();

    // create
    _inventorySlotTable = new Table();
    _inventorySlotTable.setName("Inventory_Slot_Table");

    _playerSlotsTable = new Table();
    _equipSlots = new Table();
    _equipSlots.setName("Equipment_Slot_Table");

    _equipSlots.defaults().space(10);
    _inventorySlotTooltip = new InventorySlotTooltip(Utility.STATUSUI_SKIN);

    Label DPLabel = new Label("Defense: ", Utility.STATUSUI_SKIN);
    _DPValLabel = new Label(String.valueOf(_DPVal), Utility.STATUSUI_SKIN);

    Label APLabel = new Label("Attack : ", Utility.STATUSUI_SKIN);
    _APValLabel = new Label(String.valueOf(_APVal), Utility.STATUSUI_SKIN);

    Table labelTable = new Table();
    labelTable.add(DPLabel).align(Align.left);
    labelTable.add(_DPValLabel).align(Align.center);
    labelTable.row();
    labelTable.row();
    labelTable.add(APLabel).align(Align.left);
    labelTable.add(_APValLabel).align(Align.center);

    InventorySlot headSlot =
        new InventorySlot(
            ItemUseType.ARMOR_HELMET.getValue(),
            new Image(Utility.ITEMS_TEXTUREATLAS.findRegion("inv_helmet")));

    InventorySlot leftArmSlot =
        new InventorySlot(
            ItemUseType.WEAPON_ONEHAND.getValue()
                | ItemUseType.WEAPON_TWOHAND.getValue()
                | ItemUseType.ARMOR_SHIELD.getValue()
                | ItemUseType.WAND_ONEHAND.getValue()
                | ItemUseType.WAND_TWOHAND.getValue(),
            new Image(Utility.ITEMS_TEXTUREATLAS.findRegion("inv_weapon")));

    InventorySlot rightArmSlot =
        new InventorySlot(
            ItemUseType.WEAPON_ONEHAND.getValue()
                | ItemUseType.WEAPON_TWOHAND.getValue()
                | ItemUseType.ARMOR_SHIELD.getValue()
                | ItemUseType.WAND_ONEHAND.getValue()
                | ItemUseType.WAND_TWOHAND.getValue(),
            new Image(Utility.ITEMS_TEXTUREATLAS.findRegion("inv_shield")));

    InventorySlot chestSlot =
        new InventorySlot(
            ItemUseType.ARMOR_CHEST.getValue(),
            new Image(Utility.ITEMS_TEXTUREATLAS.findRegion("inv_chest")));

    InventorySlot legsSlot =
        new InventorySlot(
            ItemUseType.ARMOR_FEET.getValue(),
            new Image(Utility.ITEMS_TEXTUREATLAS.findRegion("inv_boot")));

    headSlot.addListener(new InventorySlotTooltipListener(_inventorySlotTooltip));
    leftArmSlot.addListener(new InventorySlotTooltipListener(_inventorySlotTooltip));
    rightArmSlot.addListener(new InventorySlotTooltipListener(_inventorySlotTooltip));
    chestSlot.addListener(new InventorySlotTooltipListener(_inventorySlotTooltip));
    legsSlot.addListener(new InventorySlotTooltipListener(_inventorySlotTooltip));

    headSlot.addObserver(this);
    leftArmSlot.addObserver(this);
    rightArmSlot.addObserver(this);
    chestSlot.addObserver(this);
    legsSlot.addObserver(this);

    _dragAndDrop.addTarget(new InventorySlotTarget(headSlot));
    _dragAndDrop.addTarget(new InventorySlotTarget(leftArmSlot));
    _dragAndDrop.addTarget(new InventorySlotTarget(chestSlot));
    _dragAndDrop.addTarget(new InventorySlotTarget(rightArmSlot));
    _dragAndDrop.addTarget(new InventorySlotTarget(legsSlot));

    _playerSlotsTable.setBackground(
        new Image(new NinePatch(Utility.STATUSUI_TEXTUREATLAS.createPatch("dialog")))
            .getDrawable());

    // layout
    for (int i = 1; i <= _numSlots; i++) {
      InventorySlot inventorySlot = new InventorySlot();
      inventorySlot.addListener(new InventorySlotTooltipListener(_inventorySlotTooltip));
      _dragAndDrop.addTarget(new InventorySlotTarget(inventorySlot));

      _inventorySlotTable.add(inventorySlot).size(_slotWidth, _slotHeight);

      inventorySlot.addListener(
          new ClickListener() {
            @Override
            public void touchUp(InputEvent event, float x, float y, int pointer, int button) {
              super.touchUp(event, x, y, pointer, button);
              if (getTapCount() == 2) {
                InventorySlot slot = (InventorySlot) event.getListenerActor();
                if (slot.hasItem()) {
                  InventoryItem item = slot.getTopInventoryItem();
                  if (item.isConsumable()) {
                    String itemInfo =
                        item.getItemUseType()
                            + Component.MESSAGE_TOKEN
                            + item.getItemUseTypeValue();
                    InventoryUI.this.notify(
                        itemInfo, InventoryObserver.InventoryEvent.ITEM_CONSUMED);
                    slot.removeActor(item);
                    slot.remove(item);
                  }
                }
              }
            }
          });

      if (i % _lengthSlotRow == 0) {
        _inventorySlotTable.row();
      }
    }

    _equipSlots.add();
    _equipSlots.add(headSlot).size(_slotWidth, _slotHeight);
    _equipSlots.row();

    _equipSlots.add(leftArmSlot).size(_slotWidth, _slotHeight);
    _equipSlots.add(chestSlot).size(_slotWidth, _slotHeight);
    _equipSlots.add(rightArmSlot).size(_slotWidth, _slotHeight);
    _equipSlots.row();

    _equipSlots.add();
    _equipSlots.right().add(legsSlot).size(_slotWidth, _slotHeight);

    _playerSlotsTable.add(_equipSlots);
    _inventoryActors.add(_inventorySlotTooltip);

    this.add(_playerSlotsTable).padBottom(20);
    this.add(labelTable);
    this.row();
    this.add(_inventorySlotTable).colspan(2);
    this.row();
    this.pack();
  }