public PlayerInventory(Player player) { mPlayer = player; inventoryUI = PlayerUIPanels.instance.playerPanels[mPlayer.mPlayerIndex].inventoryUI; inventoryUI.player = mPlayer; slots = new InventorySlot[size]; for (int i = 0; i < size; i++) { slots[i] = new InventorySlot(this); slots[i].SetInventorySlot(inventoryUI.slots[i]); } }
private void Awake() { if (Instance == null) { Instance = this; } uiTextElements = new Dictionary <string, TextMeshProUGUI>(); foreach (UIReesourceItem item in resourceTexts) { uiTextElements[item.id] = item.uiComponent; } resourceTexts = null; }
private void Start() { instance = this; Repaint(true); gameObject.SetActive(false); if (_weaponSlots.Count > 0) { _weaponContainerDefaultColor = _weaponSlots[0].GetComponent <Image>().color; } if (_itemSlots.Count > 0) { _itemContainerDefaulColor = _itemSlots[0].GetComponent <Image>().color; } }
protected override void Start() { _playerInventoryUI = _inventoryUI.GetComponent <PlayerInventoryUI>(); base.Start(); }