Beispiel #1
0
    protected override void OnEnable()
    {
        if (Inventory == null)
        {
            InventoryWindow.SetActive(false);
            return;
        }
        if (currentSlotCount > Inventory.InventorySlotCount)
        {
            for (int i = Inventory.InventorySlotCount; i < currentSlotCount; i++)
            {
                Destroy(InventorySlotsUI[i].transform.parent.gameObject);
            }
            InventorySlotsUI.RemoveRange(Inventory.InventorySlotCount, currentSlotCount - Inventory.InventorySlotCount);
        }
        else if (currentSlotCount < Inventory.InventorySlotCount)
        {
            for (int i = currentSlotCount; i < Inventory.InventorySlotCount; i++)
            {
                InventorySlotsUI.Add(Instantiate(inventorySlotPrefab, Vector3.zero, Quaternion.identity, gameObject.transform).GetComponentInChildren <InventorySlotUI>());
                InventorySlotsUI[i].SlotIndex   = i;
                InventorySlotsUI[i].InventoryUI = this;
            }
        }
        currentSlotCount = Inventory.InventorySlotCount;

        rectTransform.SetSizeWithCurrentAnchors(RectTransform.Axis.Vertical, Mathf.CeilToInt((float)currentSlotCount / 3) * 120);
        UpdateInventorySlotsUI();
        Inventory.SlotUpdatedEvent += OnSlotUpdatedEvent;
    }
Beispiel #2
0
 private void Update()
 {
     if (pauseMenuUnlocked)
     {
         if (Input.GetKeyDown(pauseKey))
         {
             LockActionsAndOpenMenu(!actionsUnlocked);
         }
         if (actionsUnlocked)
         {
             if (Input.GetKeyDown(inventoryKey))
             {
                 inventoryWindow.SetActive(!inventoryWindow.IsActive);
             }
             if (interactableObject && Input.GetKeyDown(interactionKey))
             {
                 interactableObject.Interact();
             }
         }
     }
 }
 private void RenderActive(bool isactive)
 {
     inventoryWindow.SetActive(activeId, isactive);
 }
Beispiel #4
0
 public void Inventory(bool Opening)
 {
     Open = Opening;
     InventoryWindow.SetActive(Opening);
     InventoryButton.SetActive(!Opening);
 }