void Awake()
    {
        if (instance != null)
        {
            Debug.LogWarning("More than one instance of Inventory found!");
            return;
        }

        instance = this;
    }
Example #2
0
    private void Start()
    {
        weaponInventory = WeaponInventory.instance1;

        elementalInventory = ElementalInventory.instance;

        weaponBaseInventory = WeaponBaseInventory.instance;

        primaryWeaponInventory = PrimaryWeaponInventory.instance;

        int numSlots = elementalInventory.space;

        currentEquipment = new Item[numSlots];

        Debug.Log("numslots" + numSlots);
    }
Example #3
0
    void Start()
    {
        inventory              = Inventory.instance;
        weaponInventory        = WeaponInventory.instance1;
        elementalInventory     = ElementalInventory.instance;
        weaponBaseInventory    = WeaponBaseInventory.instance;
        primaryWeaponInventory = PrimaryWeaponInventory.instance;

        inventory.onItemChangedCallback              += UpdateUI;        // Subscribe to the onItemChanged callback
        weaponInventory.onItemChangedCallback        += updateWeaponsUI; // Subscribe to the onItemChanged callback
        elementalInventory.onItemChangedCallback     += updateEquipmentUI;
        primaryWeaponInventory.onItemChangedCallback += updatePrimaryUI;
        weaponBaseInventory.onItemChangedCallback    += updateBaseUI;



        // Populate our slots array
        slots           = itemsParent.GetComponentsInChildren <InventorySlot>();
        weaponSlots     = weaponsParent.GetComponentsInChildren <InventorySlot>();
        equipmentSlots  = equipmentParent.GetComponentsInChildren <InventorySlot>();
        weaponBaseSlots = weaponBaseParent.GetComponentsInChildren <InventorySlot>();
        primarySlots    = primaryWeaponParent.GetComponentsInChildren <InventorySlot>();
    }