public override void OnInteracted(LocalPlayer toucher) { base.OnInteracted(toucher); UIInventory chest_25_slot = UGUIManager.Instance.OpenDialog <UIInventory>("Chest25Slot"); UIInventory player_inventory = UGUIManager.Instance.OpenDialog <UIInventory>("Player50Slot"); chest_25_slot.LoadInventory(storage_inventory); chest_25_slot.AppendCascadeClosing(player_inventory); chest_25_slot.widget_position = new Vector2(-410, 0); player_inventory.LoadInventory(toucher.inventory); player_inventory.AppendCascadeClosing(chest_25_slot); player_inventory.widget_position = new Vector2(210, 0); }
void Update() { if (UGUIManager.Instance.NeedShowCursor) { Cursor.visible = true; #if UNITY_EDITOR Cursor.lockState = CursorLockMode.None; #else Cursor.lockState = CursorLockMode.Confined; #endif } else { Cursor.visible = false; Cursor.lockState = CursorLockMode.Locked; } if (Input.GetButton("Inventory") && inventory_cool_down <= 0) { inventory_cool_down = 5; if (player.operation_state != EOperationState.Managing_Inventory) { UIInventory ui_inventory = UGUIManager.Instance.OpenDialog <UIInventory>("Player50Slot"); ui_inventory.LoadInventory(player.inventory); } else { UGUIManager.Instance.CloseDialog("Player50Slot"); } } if (inventory_cool_down > 0) { inventory_cool_down--; } DetectInteractable(); }