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"); }
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(); } }