// Token: 0x06003BC3 RID: 15299 RVA: 0x00146CA0 File Offset: 0x00144EA0
    protected override void InitializeQuickSlotDisplays()
    {
        // Add 8 new quickslot ids to the array and assign them the new ids we added.
        // Ideally, we could make this a loop and cast away the enum, but it's fine for now;
        // we'll eventually have this logic not hardcoded anymore.
        Array.Resize(ref this.DisplayOrder, this.DisplayOrder.Length + 8);
        this.DisplayOrder[this.DisplayOrder.Length - 8] = QuickSlot.QuickSlotIDs.Item4;
        this.DisplayOrder[this.DisplayOrder.Length - 7] = QuickSlot.QuickSlotIDs.Item5;
        this.DisplayOrder[this.DisplayOrder.Length - 6] = QuickSlot.QuickSlotIDs.Item6;
        this.DisplayOrder[this.DisplayOrder.Length - 5] = QuickSlot.QuickSlotIDs.Item7;
        this.DisplayOrder[this.DisplayOrder.Length - 4] = QuickSlot.QuickSlotIDs.Item8;
        this.DisplayOrder[this.DisplayOrder.Length - 3] = QuickSlot.QuickSlotIDs.Item9;
        this.DisplayOrder[this.DisplayOrder.Length - 2] = QuickSlot.QuickSlotIDs.Item10;
        this.DisplayOrder[this.DisplayOrder.Length - 1] = QuickSlot.QuickSlotIDs.Item11;

        EditorQuickSlotDisplayPlacer componentInChildren = base.GetComponentInChildren <EditorQuickSlotDisplayPlacer>();

        this.m_quickSlotDisplays = new QuickSlotDisplay[this.DisplayOrder.Length];
        for (int i = 0; i < this.m_quickSlotDisplays.Length; i++)
        {
            EditorQuickSlotDisplayPlacer editorQuickSlotDisplayPlacer = UnityEngine.Object.Instantiate <EditorQuickSlotDisplayPlacer>(componentInChildren);
            editorQuickSlotDisplayPlacer.IsTemplate = false;
            editorQuickSlotDisplayPlacer.transform.SetParent(componentInChildren.transform.parent);
            editorQuickSlotDisplayPlacer.transform.ResetLocal(true);
            editorQuickSlotDisplayPlacer.RefSlotID = this.DisplayOrder[i] - QuickSlot.QuickSlotIDs.RT_A;
            editorQuickSlotDisplayPlacer.Init();
            this.m_quickSlotDisplays[i] = editorQuickSlotDisplayPlacer.SlotDisplay;
            if (this.m_overrideInputIconPos)
            {
                this.m_quickSlotDisplays[i].SetOverrideInputPos(this.m_inputPos);
            }
        }
        componentInChildren.gameObject.SetActive(false);
    }
Beispiel #2
0
        static private void DuplicateQuickslotsInPanel(Transform panelHolder, int idOffset, Vector3 posOffset)
        {
            Transform quickslotsHolder = panelHolder.Find("QuickSlots");

            foreach (var editorPlacer in quickslotsHolder.GetComponentsInChildren <EditorQuickSlotDisplayPlacer>())
            {
                // Instantiate
                editorPlacer.IsTemplate = true;
                Transform newSlot = GameObject.Instantiate(editorPlacer.transform);
                editorPlacer.IsTemplate = false;
                // Setup
                newSlot.SetParent(quickslotsHolder);
                newSlot.localPosition = editorPlacer.transform.localPosition + posOffset;
                EditorQuickSlotDisplayPlacer newEditorPlacer = newSlot.GetComponent <EditorQuickSlotDisplayPlacer>();
                newEditorPlacer.RefSlotID += idOffset;
                newEditorPlacer.IsTemplate = false;
            }
        }
Beispiel #3
0
    // Token: 0x06003BC3 RID: 15299 RVA: 0x00146CA0 File Offset: 0x00144EA0
    protected override void InitializeQuickSlotDisplays()
    {
        EditorQuickSlotDisplayPlacer componentInChildren = base.GetComponentInChildren <EditorQuickSlotDisplayPlacer>();

        this.m_quickSlotDisplays = new QuickSlotDisplay[this.DisplayOrder.Length];
        for (int i = 0; i < this.m_quickSlotDisplays.Length; i++)
        {
            EditorQuickSlotDisplayPlacer editorQuickSlotDisplayPlacer = UnityEngine.Object.Instantiate <EditorQuickSlotDisplayPlacer>(componentInChildren);
            editorQuickSlotDisplayPlacer.IsTemplate = false;
            editorQuickSlotDisplayPlacer.transform.SetParent(componentInChildren.transform.parent);
            editorQuickSlotDisplayPlacer.transform.ResetLocal(true);
            editorQuickSlotDisplayPlacer.RefSlotID = this.DisplayOrder[i] - QuickSlot.QuickSlotIDs.RT_A;
            editorQuickSlotDisplayPlacer.Init();
            this.m_quickSlotDisplays[i] = editorQuickSlotDisplayPlacer.SlotDisplay;
            if (this.m_overrideInputIconPos)
            {
                this.m_quickSlotDisplays[i].SetOverrideInputPos(this.m_inputPos);
            }
        }
        componentInChildren.gameObject.SetActive(false);
    }