public void SpawnGear(InventoryGearData invGear) { GameObject gearGO = GameObject.Instantiate(invGear.prefab, invGear.spawnPosition, Quaternion.identity, handTrans); gearGO.transform.localPosition = invGear.spawnPosition; gearGO.transform.localRotation = Quaternion.Euler(Vector3.zero); nowGear = gearGO.GetComponent <Gear>(); gearDelay = nowGear.delay; }
public void UpdateData(InventoryGearData newInvGear) { invGear = newInvGear; if (invGear != null) { gearImg.enabled = true; gearImg.sprite = invGear.inventorySprite; } else { gearImg.enabled = false; } }
public void UpdateData(InventoryGearData newInvGear) { bg = GetComponent <Image>(); gearImg = transform.GetChild(0).GetComponent <Image>(); invGear = newInvGear; if (invGear != null) { gearImg.enabled = true; gearImg.sprite = invGear.inventorySprite; } else { gearImg.enabled = false; } }
public static void AddGearToInventory(InventoryGearData _gearData) { Hotkey emptyHK = UIManager.Instance.hotbar.hotkeys.FirstOrDefault(x => x.invGear == null); //Spawning gear at first empty hotkey slot if (emptyHK != null) { UIManager.Instance.hotbar.UpdateHotkeyData(emptyHK, _gearData); } //Spawning gear at first empty inventory slot else { InventorySlot emptyInvSlot = UIManager.Instance.inventory.invSlots.FirstOrDefault(x => x.invGear == null); UIManager.Instance.inventory.UpdateSlotData(emptyInvSlot, _gearData); } }
public void UpdateSlotData(InventorySlot _slot, InventoryGearData _gearData) { _slot.UpdateData(_gearData); }
public void UpdateHotkeyData(Hotkey _hotkey, InventoryGearData _gearData) { _hotkey.UpdateData(_gearData); }