void Start() { //Instantiate tabs and create a local list inventoryTabMenu.InstantiateTabs(tabs); float _depthSet = 0f; for (int i = 0; i < inventoryTabMenu.tabs.Count; i++) { InventoryTab tab = inventoryTabMenu.tabs[i].GetComponent <InventoryTab>(); //Manually set z depth of Tab Headers and Scroll Rects _depthSet = -1f * (i + 1); tab.transform.position = new Vector3(tab.transform.position.x, tab.transform.position.y, -1.5f * (i + 1)); tab.inventoryScrollRect.transform.position = new Vector3(tab.inventoryScrollRect.transform.position.x, tab.inventoryScrollRect.transform.position.y, _depthSet); iTabs.Add(tab); } //Put the menu in front of the last tab menuBGTransform.SetAsLastSibling(); menuBGTransform.position = new Vector3(menuBGTransform.position.x, menuBGTransform.position.y, _depthSet * 2f); /* * foreach (var tabObj in inventoryTabMenu.tabs) { * InventoryTab tab = tabObj.GetComponent<InventoryTab>(); * iTabs.Add(tab); * } * //*/ inventoryScrollRect = iTabs[0].inventoryScrollRect; }
public void SetActiveTab(int _activeTab) { inventoryDisplayType = (CategoryItem)_activeTab; //Tell the original scrollRect to collapse inventoryScrollRect.scrollResize.Collapse(); //Assign the new ScrollRect and open it inventoryScrollRect = iTabs[_activeTab].inventoryScrollRect; //Debug.Log("inventoryDisplayType" + ": " + inventoryDisplayType); UpdateDisplay(); //Set position in Heirarchy to be one more than the active tab /* * inventoryScrollRect.transform.SetAsLastSibling(); //Do this first to put it to the end of the list * inventoryScrollRect.transform.SetSiblingIndex(inventoryTabMenu.tabs[_activeTab].transform.GetSiblingIndex() + 1); * //*/ /* * foreach (var scrollRect in inventoryScrollRect) { * scrollRect.gameObject.SetActive(inventoryScrollRect.IndexOf(scrollRect) == _activeTab); * * } * //*/ }