private void Start()
 {
     clickManager          = new WeiClickManager();
     itemObjRectTransform  = GetComponent <RectTransform>();
     canvasGroup           = GetComponent <CanvasGroup>(); //used to modify the state of children elements  Alpha, Raycasting, Enabled....
     dragSlotRectTransform = GameObject.FindGameObjectWithTag("DraggingItem").GetComponent <RectTransform>();
     inventory             = transform.parent.parent.parent.GetComponent <InventoryUISetting>();
     draggedItemBox        = GameObject.FindGameObjectWithTag("DraggingItem").transform;
 }
    //private int imageTypeIndex;

    //This function is called when the object is loaded.
    private void OnEnable()
    {
        invUiSetting = target as InventoryUISetting;
        //here serializedObject is Representing the object or objects being inspected.
        slotRow              = serializedObject.FindProperty("row");
        slotColumn           = serializedObject.FindProperty("column");
        slotSize             = serializedObject.FindProperty("slotSize");
        iconSize             = serializedObject.FindProperty("iconSize");
        slotsPaddingBetweenX = serializedObject.FindProperty("paddingBetweenX");
        slotsPaddingBetweenY = serializedObject.FindProperty("paddingBetweenY");
        slotsPaddingLeft     = serializedObject.FindProperty("paddingLeft");
        slotsPaddingRight    = serializedObject.FindProperty("paddingRight");
        slotsPaddingTop      = serializedObject.FindProperty("paddingTop");
        slotsPaddingBottom   = serializedObject.FindProperty("paddingBottom");
        mainInventory        = serializedObject.FindProperty("mainInventory");
    }
Ejemplo n.º 3
0
    public static void CreateStorage()
    {
        GameObject Canvas = null;

        if (GameObject.FindGameObjectWithTag("Canvas") == null)
        {
            //1. Empty Object to hold on All Canvas and Inventories
            GameObject canvasObj = new GameObject();
            canvasObj.name = "CanvasObject";
            //2. Main Canvas
            Canvas = (GameObject)Instantiate(Resources.Load("Prefabs/Canvas_Main") as GameObject);
            Canvas.transform.SetParent(canvasObj.transform, true);
            GameObject eventObj = (GameObject)Instantiate(Resources.Load("Prefabs/EventSystem") as GameObject);
            eventObj.transform.SetParent(canvasObj.transform, true);

            //3. Load a new panel
            GameObject panel = (GameObject)Instantiate(Resources.Load("Prefabs/Panel") as GameObject);
            panel.name = "Storage";
            panel.transform.SetParent(Canvas.transform, true);
            panel.GetComponent <RectTransform>().localPosition = new Vector3(0, 0, 0);

            GameObject draggingItem = (GameObject)Instantiate(Resources.Load("Prefabs/DraggingItem") as GameObject);
            draggingItem.transform.SetParent(Canvas.transform, true);

            InventoryUISetting setting = panel.AddComponent <InventoryUISetting>();
            panel.AddComponent <InventoryUIDesign>().uiType = InventoryUIDesign.UIType.Storage;
            setting.uiType = InventoryUISetting.UIType.Storage;
            setting.ResetUILayout();
        }
        else
        {
            //3. Load a new panel
            GameObject panel = (GameObject)Instantiate(Resources.Load("Prefabs/Panel") as GameObject);
            panel.name = "Storage";
            panel.transform.SetParent(GameObject.FindGameObjectWithTag("Canvas").transform, true);
            panel.GetComponent <RectTransform>().localPosition = new Vector3(0, 0, 0);
            InventoryUISetting setting = panel.AddComponent <InventoryUISetting>();
            panel.AddComponent <InventoryUIDesign>().uiType = InventoryUIDesign.UIType.Storage;
            setting.uiType = InventoryUISetting.UIType.Storage;
            setting.ResetUILayout();
        }
    }