Example #1
0
    // Start is called before the first frame update
    void Start()
    {
        ctrl = new InventoryControll(haha.Instance, GameObject.Find("InventoryPanel(Clone)").GetComponent <InventoryPanel>());
        ctrl.CreateSlot();

        ctrl.AddItem(2);
        ctrl.AddItem(2);
        ctrl.AddItem(2);
        ctrl.AddItem(2);
        ctrl.AddItem(2);
        ctrl.AddItem(2);
        ctrl.AddItem(2);
        ctrl.AddItem(1);
        ctrl.AddItem(1);
        ctrl.AddItem(1);
        ctrl.AddItem(1);
        ctrl.AddItem(1);
        ctrl.AddItem(1);
        ctrl.AddItem(1);
        ctrl.AddItem(1);
        ctrl.AddItem(1);
        ctrl.AddItem(1);
        ctrl.AddItem(1);
        ctrl.AddItem(1);
        ctrl.AddItem(1);
        ctrl.AddItem(1);
        ctrl.AddItem(0);



        StartCoroutine(Test());
    }
 //preparação e criação do inventario
 private void Start()
 {
     instance = this;
     //pega o slot prefab do prefab do inventario e o adiciona na primeira possição da lista
     slotPrefab.SetUpSlot();
     slotPrefab.transform.SetParent(invGrid, false);
     invSlot.Add(slotPrefab.GetComponent <SlotInventory>());
     //para cada possição restante adiciona um novo slot prefab na grid
     for (int i = 1; i < 20; i++)
     {
         GameObject tempSlot = Instantiate(slotPrefab.gameObject);
         tempSlot.transform.SetParent(invGrid, false);
         invSlot.Add(tempSlot.GetComponent <SlotInventory>());
     }
     //e desativa a UI
     this.gameObject.SetActive(false);
 }
Example #3
0
    //finaliza o uso do item
    public virtual void AfterUse()
    {
        //se for stackable
        if (isStack)
        {
            RemoveItem();

            //se nao tiver mais o item
            if (amt <= 0)
            {
                //esvazia o slot
                inventory.selectedSlot.item = null;
                amt = 0;
            }
        }
        else
        {
            if (inventory == null)
            {
                inventory = GameObject.Find("UIInventory").GetComponent <InventoryControll>();
            }
            inventory.selectedSlot.item = null;//esvazia slot
        }
    }