IEnumerator Start() { while (INV_handle.main == null && Item_link.main == null) { yield return(new WaitForSeconds(Time.deltaTime * 3)); } ai = INV_handle.main; if (type == slot_type.inventory) { ai.AddSlot(this); } else if (type == slot_type.wearable) { Item_link.main.AddWearableSlot(this); } IIH = GetComponent <ItemIconHandle>(); }
public IEnumerator loadAllinv(Transform _transform, GameObject UIButton, INV_handle add_t) { foreach (Transform t in _transform) { t.gameObject.AddComponent <DestroySelf>(); } yield return(new WaitForSeconds(Time.deltaTime)); int i = 0; foreach (SpriteGender gender in Enum.GetValues(typeof(SpriteGender))) { if (gender == SpriteGender.none) { continue; } foreach (item_type type in Enum.GetValues(typeof(item_type))) { foreach (game_item item in ItemCreator.Game_Items[gender][type].Values) { yield return(Add_item(item, _transform, UIButton, add_t)); if (i % 7 == 0) { yield return(new WaitForSeconds(Time.deltaTime)); } i++; } } } /* * for (int i = 0; i < ITEMS.items.Count; i++) * { * yield return Add_item(ITEMS.items[i], _transform, UIButton, add_t); * * if (i % 7 == 0) * yield return new WaitForSeconds(Time.deltaTime); * }*/ }
public void LoadItems(Transform _transform, GameObject UIButton, INV_handle add_t) { StartCoroutine(loadAllinv(_transform, UIButton, add_t)); }
private IEnumerator Add_item(game_item item, Transform _transform, GameObject UIButton, INV_handle add_t) { if (DontDestroy.first.Loading) { yield break; } Transform child = Instantiate(UIButton).transform; Image image = child.GetChild(0).GetComponent <Image>(); Inv_slot ci = child.GetComponent <Inv_slot>(); ci.item = item; item.count = 9999; ci.ai = add_t; child.name = item.name; child.SetParent(_transform); Sprite sd = null; while (sd == null) { if (ITEMS.main.item_icons.TryGetValue(item.id_sprite, out sd)) { image.sprite = sd; } yield return(new WaitForSeconds(3 * Time.deltaTime)); } image.color = item.rarity.color; child.localPosition = Vector3.zero; child.localScale = new Vector3(1, 1, 1); yield return(null); }
//public Inv_slot[] slots; // Use this for initialization public Item_link(INV_handle inv) { main = this; this.inv = inv; }
// Use this for initialization public INV_handle() { link = new Item_link(this); main = this; }