// Use this for initialization void Start() { //Subscribe to update on selecting new item OnItemSelected += UpdateSelectedStats; OnItemDropped += PlaceItemSlot; GlobalClickSFX = SFXMouseClick; //Retrieve PlayerPrefs for (int i = 0; i < 5; i++) { if (PlayerPrefs.GetInt(i.ToString(), (-1)) != -1) { icItemDataSet.items[PlayerPrefs.GetInt(i.ToString())].equipped = true; } } Debug.Log(aEquipedItems); //Initial Sorting SortedItems = icItemDataSet.items; Sort(SortMenu.value); //Populating Inventory foreach (var item in SortedItems) { goInstantiatedItem = Instantiate(goItemPrefab, goInventoryContent.transform, false); goInstantiatedItem.transform.GetChild(0).GetComponent <Image>().sprite = item.icon; goInstantiatedItem.GetComponent <ItemHandler>().SetItemNumber(icItemDataSet.items.IndexOf(item)); if (item.equipped) { switch (item.slot.ToString()) { case "Head": goSelectedItem = goInstantiatedItem; onButtonClick(); break; case "Body": goSelectedItem = goInstantiatedItem; onButtonClick(); break; case "Feet": goSelectedItem = goInstantiatedItem; onButtonClick(); break; case "Weapon": goSelectedItem = goInstantiatedItem; onButtonClick(); break; default: break; } } } }
public override void SendItemSelected(IEnumerable <int> selected) { this.selected = selected; UpdateSelected?.Invoke(this, EventArgs.Empty); }
private void OnDestroy() { //Unsubscribe to update on selecting new item OnItemSelected -= UpdateSelectedStats; OnItemDropped -= PlaceItemSlot; }