public void ShowInventory() { Inventories = GameManager.Inst().UiManager.InventoryScroll.GetComponent <InventoryScroll>(); Inventories.transform.SetParent(InventoryArea.transform, false); Inventories.SetSlotType(2); Inventories.ShowInventory(); Sort(); }
void ShowInventory() { SelectableType = 0; Inventories = GameManager.Inst().UiManager.InventoryScroll.GetComponent <InventoryScroll>(); Inventories.transform.SetParent(InventoryArea.transform, false); Inventories.SetSlotType(1); Inventories.ShowInventory(); }
public void ShowInventory() { gameObject.SetActive(true); Inventories = GameManager.Inst().UiManager.InventoryScroll.GetComponent <InventoryScroll>(); Inventories.transform.SetParent(InventoryArea.transform, false); Inventories.SetSlotType(0); ShowInventoryCount(); Inventories.ShowInventory(); }
void ShowInventory() { Inventories = GameManager.Inst().UiManager.InventoryScroll.GetComponent <InventoryScroll>(); Inventories.transform.SetParent(InventoryArea.transform, false); Inventories.SetSlotType(1); Inventories.ShowInventory(); for (int i = 0; i < Constants.MAXBULLETS; i++) { if (GameManager.Inst().UpgManager.BData[i].GetEquipIndex() != -1) { InventorySlot slot = Inventories.GetSlot(Inventories.GetSwitchedIndex(GameManager.Inst().UpgManager.BData[i].GetEquipIndex())); slot.EMark.SetActive(true); } } }
public void AddInventory(int count) { InventoryScroll inventory = UiManager.InventoryScroll.GetComponent <InventoryScroll>(); for (int i = Player.MaxInventory - count; i < Player.MaxInventory; i++) { GameObject inventorySlot = Inst().ObjManager.MakeObj("InventorySlot"); inventory.SetPhysicalInventory(i, inventorySlot); inventorySlot.transform.SetParent(inventory.Contents.transform, false); InventorySlot slot = inventorySlot.GetComponent <InventorySlot>(); slot.SetIndex(i); slot.SetType(-1); inventory.SetInventory(i, slot); inventorySlot.name = i.ToString(); } inventory.ResetInventory(); inventory.ShowInventory(); }