internal void Show(DynamicSlots slots, bool isReservedSlot) { var dataManager = UnityGameInstance.BattleTechGame.DataManager; var id = slots.Def.Description.Id; var type = slots.Def.ComponentType; var @ref = new MechComponentRef(id, null, type, ChassisLocations.None) { DataManager = dataManager }; @ref.RefreshComponentDef(); element.SetData(@ref, ChassisLocations.None, dataManager, null); slots.ApplyTo(element, isReservedSlot); // support template elements larger 1 element.ClearSpacers(); element.thisRectTransform.sizeDelta = new Vector2(element.thisRectTransform.sizeDelta.x, 32f); if (isReservedSlot) { ResetSolidBorder(); } else { HideSolidBorder(); } gameObject.SetActive(true); element.SetDraggable(false); }
internal void Show(DynamicSlots slots, bool isReservedSlot) { var dataManager = UnityGameInstance.BattleTechGame.DataManager; var id = slots.Def.Description.Id; var type = slots.Def.ComponentType; var @ref = new MechComponentRef(id, null, type, ChassisLocations.None) { DataManager = dataManager }; @ref.RefreshComponentDef(); element.SetData(@ref, ChassisLocations.None, dataManager, null); slots.ApplyTo(element, isReservedSlot); if (isReservedSlot) { ResetSolidBorder(); } else { HideSolidBorder(); } gameObject.SetActive(true); element.SetDraggable(false); }