bool CheckNode(InventoryGridNode inventoryGridNode) { if (inventoryGridNode == null) { return(false); } if (inventoryGridNode.Contents == null) { return(true); } else { return(false); } }
// Start is called before the first frame update void Start() { float allWidth = tileWidth * Columns; float allHeight = tileHeight * Rows; RectTransform rt = GetComponent <RectTransform>(); rt.sizeDelta = new Vector2(allWidth + borderWidth, allHeight + borderWidth); for (int r = 1; r <= Rows; r++) { for (int c = 1; c <= Columns; c++) { GameObject tempGO = GameObject.Instantiate(tilePrefab, Holder); tempGO.name = c + "," + r; RectTransform rtTemp = tempGO.GetComponent <RectTransform>(); rtTemp.localPosition = new Vector2((tileWidth * (c - 1) - allWidth / 2), (allHeight / 2 - (tileHeight * (r - 1)))); InventoryGridNode IGNScript = tempGO.GetComponent <InventoryGridNode>(); IGNScript.Column = c; IGNScript.Row = r; IGNScript.Grid = gameObject; AllTiles.Add(IGNScript); GetComponent <InventoryMenu>().UIElements.Add(tempGO); } } }