void Awake()
    {
        //If data is not available, I default to the test data added through the Editor
        PlayerProfile p = PlayerProfileDatabase.Instance.currentProfile;

        if (p != null)
        {
            Inventory inventory = InventoryDatabase.Instance.GetInventoryByPlayer(p.ID);
            if (inventory != null)
            {
                PlayerInventory = new List <InventoryDataDisplay>();
                foreach (float toolID in inventory.AvailableTools)
                {
                    Tool tool = ToolsDatabase.Instance.RetrieveEntity(toolID);
                    InventoryDataDisplay display = new InventoryDataDisplay {
                        Name = tool.DisplayName, Image = tool.Icon, Available = 1
                    };
                    PlayerInventory.Add(display);
                }
            }
        }

        Initilize(PlayerInventory.Count - 1);
        UpdateDisplay();
    }
Beispiel #2
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    void Awake()
    {
        //If data is not available, I default to the test data added through the Editor
        PlayerProfile p = PlayerProfileDatabase.Instance.currentProfile;

        if (p != null)
        {
            Inventory inventory = InventoryDatabase.Instance.GetInventoryByPlayer(p.ID);
            if (inventory != null)
            {
                PlayerInventory = new List <InventoryDataDisplay>();
                foreach (float materialID in inventory.AvailableTools)
                {
                    int amount = inventory.GetMaterialCount(materialID);
                    WoodshopMaterial     wm      = MaterialsDatabase.Instance.RetrieveEntity(materialID);
                    InventoryDataDisplay display = new InventoryDataDisplay {
                        Name = wm.ToString(), Image = wm.Icon, Available = amount
                    };
                    PlayerInventory.Add(display);
                }
            }
        }

        Initilize(PlayerInventory.Count - 1);
        UpdateDisplay();
    }