void DrawStore() { ClearStoreItems(); foreach (InventoryItemStack itemStack in StoreInventory.ContainedStacks) { StoreItemUI itemUI = Instantiate(ItemUI, StoreItemsContainer); itemUI.ItemIcon.sprite = itemStack.ContainedItem.Icon; itemUI.ItemAmountText.text = itemStack.Amount.ToString(); itemUI.ItemNameText.text = itemStack.ContainedItem.Name; float price = itemStack.ContainedItem.Value + (itemStack.ContainedItem.Value * (itemStack.ContainedItem.Markup / 100)); itemUI.ItemPriceText.text = price.ToString("F2"); itemUI.GetComponent <Button>().onClick.AddListener( delegate() { AddToBasket(itemStack); } ); } if (StoreInventory.ContainedStacks.Count > 0) { SoldOutText.gameObject.SetActive(false); } else { SoldOutText.gameObject.SetActive(true); } }
//on mouse down, we'll instantiate our object and set it inactive until we drag the mouse off public void OnMouseDown() { StoreItemUI spawnedItem = Instantiate(item); spawnedItem.transform.position = GameObject.Find("LoadingSlot").transform.position; spawnedItem.startPurchaseProcess(); }
void PopulateItems() { foreach (Transform t in itemsParent) { Destroy(t.gameObject); } uiItems = new List <StoreItemUI>(); foreach (ScriptableStoreItem item in store.storeItems.items) { GameObject GO = Instantiate(itemPrefab, itemsParent); StoreItemUI newItemUI = GO.GetComponent <StoreItemUI>(); newItemUI.Populate(this, item); uiItems.Add(newItemUI); } }
void OnStoreItemReady(ScriptableStoreItem item, Object asset) { // event is called at startup for downloaded items, then when bought&downloaded if (store.state.CurrentState == TreeviewStore.State.LOADING_DOWNLOADED_ITEMS) { //add asset items to Library } else { // hide item buy loading StoreItemUI itemUI = GetItemUI(item); itemUI.RefreshState(); //add asset items to Library } }