protected void DisplaySelectionView(int slotIndex)
    {
        int offset = currentPage * itemsPerPage;

        if (slotIndex == 0)
        {
            // display weapon selections
            int itemsToDisplay = Mathf.Min(playerStock.weaponStock.Count - currentPage * itemsPerPage, itemsPerPage);
            selectionViews.ClearViewGroup();
            for (int i = 0; i < itemsToDisplay; ++i)
            {
                UIInventoryState.DisplayWeapon(selectionViews.views[i], playerStock.weaponStock[offset + i]);
            }
        }
        else
        {
            // display wearable selections
            int itemsToDisplay = Mathf.Min(playerStock.wearableStock.Count - currentPage * itemsPerPage, itemsPerPage);
            selectionViews.ClearViewGroup();
            for (int i = 0; i < itemsToDisplay; ++i)
            {
                UIInventoryState.DisplayWearable(selectionViews.views[i], playerStock.wearableStock[offset + i]);
            }
        }
    }
Example #2
0
    protected void DisplayWeapon()
    {
        viewGroup.ClearViewGroup();
        List <ItemData.WeaponRuntimeData> weapons = uiHandler.GM.player.playerRuntimeData.playerStock.weaponStock;
        int pageOffset   = currentViewPage * viewGroup.views.Count;
        int numToDisplay = Mathf.Min(weapons.Count - pageOffset, viewGroup.views.Count);

        for (int i = 0; i < numToDisplay; ++i)
        {
            DisplayWeapon(viewGroup.views[i], weapons[pageOffset + i]);
        }
    }
    protected void DisplayPlayerSlot()
    {
        slotViews.ClearViewGroup();
        // There is always a weapon at slot 0
        List <ItemData.WeaponRuntimeData> weapons = playerStock.weaponStock;
        int currentWeapon = playerSlot.weaponIndex;

        ItemData.WeaponRuntimeData weaponData = weapons[currentWeapon];
        UIInventoryState.DisplayWeapon(slotViews.views[0], weaponData);

        // slot one
        List <ItemData.WearableRuntimeData> wearables = playerStock.wearableStock;
        int currentWearableOne = playerSlot.wearableOneIndex;
        int currentWearableTwo = playerSlot.wearableTwoIndex;

        if (playerSlot.IsWearableInUse(playerStock, currentWearableOne))
        {
            UIInventoryState.DisplayWearable(slotViews.views[1], wearables[currentWearableOne]);
        }
        else
        {
            slotViews.views[1].image.gameObject.SetActive(true);
            slotViews.views[1].image.sprite = UIIconLoader.EmptySprite;
        }

        if (playerSlot.IsWearableInUse(playerStock, currentWearableTwo))
        {
            UIInventoryState.DisplayWearable(slotViews.views[2], wearables[currentWearableTwo]);
        }
        else
        {
            slotViews.views[2].image.gameObject.SetActive(true);
            slotViews.views[2].image.sprite = UIIconLoader.EmptySprite;
        }

        // Debug.Log("weapon: " + weapons[currentWeapon].weapon.ToString());
        // Debug.Log("slot one: " + wearables[currentWearableOne].wearable.ToString());
        // Debug.Log("slot two: " + wearables[currentWearableTwo].wearable.ToString());

        // slot two
    }