public void updateSprite(int weaponID) { for (int i = 0; i < itemHolderList.Count; i++) { itemHolder holderScript = itemHolderList [i].GetComponent <itemHolder> (); if (holderScript.itemID == weaponID) { for (int j = 0; j < weaponList.Count; j++) { if (weaponList [j].weaponID == weaponID) { if (weaponList [j].bought) { if (weaponList [j].bought) { //holderScript.itemImage.sprite = weaponList [i].boughtSprite; holderScript.itemImage.sprite = Resources.Load <Sprite>("Sprites/" + weaponList[j].boughtSprite); holderScript.itemPrice.text = "Sold out!"; // need to have a solid naming convetion.. would use weaponList[i].boughtSprite for bought and // weaponList[i].boughtSprite + "_black" or whatever makes it unbought in the sprite name // everything else is the same // except change bought/unbought to spriteName } else { //holderScript.itemImage.sprite = weaponList [i].unboughtSprite; holderScript.itemImage.sprite = Resources.Load <Sprite>("Sprites/" + weaponList[j].unboughtSprite); } } } } } } }
void FillList() { for (int i = 0; i < shoplist.Count; i++) { //Debug.Log ("run " + i); GameObject holder = Instantiate(itemHolderPrefab, grid, false); itemHolder holderScript = holder.GetComponent <itemHolder> (); //holderScript.item.itemName = shoplist [i].item.itemName; //holderScript.item.itemPrice = shoplist [i].item.itemPrice; holderScript.itemID = shoplist [i].itemID; holderScript.item = shoplist[i].item; //buy button holderScript.buyButton.GetComponent <BuyButton>().itemID = shoplist [i].itemID; //handle list itemHolderlist.Add(holder); buybutton.Add(holderScript.buyButton); if (shoplist [i].bought) { holderScript.itemImage.sprite = Resources.Load <Sprite>("sprite/" + shoplist [i].boughtSpriteName); } else { holderScript.itemImage.sprite = Resources.Load <Sprite>("sprite/" + shoplist [i].unboughtSpriteName); } //older version: holder.transform.SetParent (grid); } }
public void UpdateSprite(int itemID) { for (int i = 0; i < itemHolderlist.Count; i++) { itemHolder holderscript = itemHolderlist [i].GetComponent <itemHolder> (); if (holderscript.itemID == itemID) { for (int j = 0; j < shoplist.Count; j++) { if (shoplist[j].itemID == itemID) { if (shoplist[j].bought) { if (shoplist [j].bought) { holderscript.itemImage.sprite = Resources.Load <Sprite>("sprite/" + shoplist [j].boughtSpriteName); holderscript.item.itemDescription = "SOLD OUT"; } else { holderscript.itemImage.sprite = Resources.Load <Sprite>("sprite/" + shoplist [j].unboughtSpriteName); } } } } } } }
public void UpdateSprite(int itemID) { for (int i = 0; i < itemHolderlist.Count; i++) { itemHolder holderScript = itemHolderlist[i].GetComponent <itemHolder>(); if (holderScript.itemID == itemID) { for (int j = 0; j < shoplist.Count; j++) { if (shoplist[j].itemID == itemID) { if (shoplist[j].bought) { if (shoplist[j].bought) { Color c = holderScript.itemImage.color; c.r = 0.5f; c.g = 0.5f; c.b = 0.5f; holderScript.itemImage.color = c; } else { holderScript.itemImage.sprite = shoplist[i].sprite; } } } } } } }
void FillList() { for (int i = 0; i < shoplist.Count; i++) { //Debug.Log ("run " + i); GameObject holder = Instantiate(itemHolderPrefab, grid, false); itemHolder holderScript = holder.GetComponent <itemHolder>(); //pass the item Id holderScript.itemID = shoplist[i].itemID; // pass the item holderScript.item = shoplist[i].item; //pass the name holderScript.itemName.text = shoplist[i].item.itemName; // pass the price holderScript.itemPrice.text = holderScript.item.itemPrice.ToString(); //buy button holderScript.buyButton.GetComponent <BuyButton>().itemID = shoplist[i].itemID; //handle list itemHolderlist.Add(holder); buybutton.Add(holderScript.buyButton); if (shoplist[i].bought) { Color c = holderScript.itemImage.color; c.r = 0.5f; c.g = 0.5f; c.b = 0.5f; holderScript.itemImage.color = c; } else { holderScript.itemImage.sprite = shoplist[i].sprite; } } }
void fillList() { for (int i = 0; i < weaponList.Count; i++) { GameObject holder = Instantiate(itemHolderPrefab, grid, false); itemHolder holderScript = holder.GetComponent <itemHolder>(); holderScript.itemName.text = weaponList [i].weaponName; holderScript.itemPrice.text = "$ " + weaponList [i].weaponPrice.ToString("N2"); holderScript.itemID = weaponList [i].weaponID; // BUY BUTTON holderScript.buyButton.GetComponent <buyButton>().weaponID = weaponList[i].weaponID; // HANDLE LIST itemHolderList.Add(holder); buyButtonList.Add(holderScript.buyButton); if (weaponList [i].bought) { //holderScript.itemImage.sprite = weaponList [i].boughtSprite; holderScript.itemImage.sprite = Resources.Load <Sprite>("Sprites/" + weaponList[i].boughtSprite); // need to have a solid naming convetion.. would use weaponList[i].boughtSprite for bought and // weaponList[i].boughtSprite + "_black" or whatever makes it unbought in the sprite name // everything else is the same // except change bought/unbought to spriteName } else { //holderScript.itemImage.sprite = weaponList [i].unboughtSprite; holderScript.itemImage.sprite = Resources.Load <Sprite>("Sprites/" + weaponList[i].unboughtSprite); } } }