public void isInventoryViewUpdate() { // map slot image thumbnails to inventory object thumbnails // brute force! if (collection != null) { int i = 0; foreach (isInventorySlot iis in slots) { // what if collection.size < slots.size GameObject obj = collection.GetDataItem(i); //data [i]; if (obj != null) { hasThumbnail ht = obj.GetComponent <hasThumbnail> (); if (ht != null) { // if we have a thumbnail, associate this obj with our slot Image slotImage = iis.gameObject.GetComponent <Image>(); if (slotImage != null) { slotImage.overrideSprite = ht.img; iis.obj = obj; // keep reference to collection obj in the slot } } } i++; } } }
public void isInventoryViewUpdate() { // map slot image thumbnails to inventory object thumbnails // brute force! if (collection != null) { int i = 0; foreach (isInventorySlot slot in slots) { // what if collection.size < slots.size GameObject obj = collection.GetDataItem(i); //data [i]; // if we have a thumbnail, associate this obj with our slot Image slotImage = slot.gameObject.GetComponent <Image>(); if (obj != null) { hasThumbnail ht = obj.GetComponent <hasThumbnail>(); if (ht != null) { //int j = 0; //foreach (isInventorySlot checkSlot in slots) //{ // if (j < i) // { // if (checkSlot.obj != null) // { // string checkName = checkSlot.obj.GetComponent<isCollectible>().Name; // string nameInSlot = obj.GetComponent<isCollectible>().Name; // if (checkName == nameInSlot) // { // print("duplicate"); // } // } // } // j++; //} if (slotImage != null) { slotImage.overrideSprite = ht.img; slot.obj = obj; // keep reference to collection obj in the slot if (slot.GetComponent <FloatData>() != null) { slot.GetComponent <FloatData>().data = collection.GetDataCount(i); } if (i + 1 == selectorIndex) { selector.transform.localPosition = slot.transform.localPosition; } } } } else { slotImage.overrideSprite = null; slot.obj = null; if (slot.GetComponent <FloatData>() != null) { slot.GetComponent <FloatData>().data = 0; } //if (i != 0) //{ // highlight.transform.position = slots[i - 1].transform.position; // selector.transform.position = slots[i - 1].transform.position; //} } i++; } } }