public void ClearSelection() { if (null != _lastSelectSlot) { _lastSelectSlot.GodIgnoreMe(); } _lastSelectSlot = null; }
public void Refresh(ItemInventory selectedItem, List <ItemInventory> itemsList) { //if not in active. do nothing!(fix it sooner or later by caizilong) if (!_pageDirty || !gameObject.activeInHierarchy)//need not refresh { return; } int fromIndex = PageIndex * ItemsSlots.Length; List <FCUIInventorySlot> noIconSlots = new List <FCUIInventorySlot>(); for (int i = 0, count = SlotsCount; i < count; ++i) { FCUIInventorySlot slot = ItemsSlots[i]; if (itemsList.Count > i + fromIndex && fromIndex + i >= 0) { ItemInventory item = itemsList[fromIndex + i]; slot.Item = item; if (!slot.RefreshComplete) { noIconSlots.Add(slot); } slot.gameObject.SetActive(true); if (item == selectedItem) { slot.GodSelectedMe(); } else { slot.GodIgnoreMe(); } } else { slot.gameObject.SetActive(false); slot.Item = null; slot.GodIgnoreMe(); } } StartCoroutine(StepRefreshIcons(noIconSlots)); //Debug.Log(gameObject.name + ":refreshed!"); _pageDirty = false; }
void OnClickEquipmentOnBody(GameObject go) { FCUIInventorySlot slot = go.GetComponent <FCUIInventorySlot>(); ItemInventory item = slot.Item; if (null != item) { if (FCUIInventory.Instance.CurrentSelectionItem != item) { FCUIInventory.Instance.CurrentSelectionItem = item; FCUIInventory.Instance.OnSwithToItemInfo(); if (null != _lastSelectSlot) { _lastSelectSlot.GodIgnoreMe(); } slot.GodSelectedMe(); } else { FCUIInventory.Instance.CurrentSelectionItem = null; FCUIInventory.Instance.OnResumeDefaultLayout(); if (null != _lastSelectSlot) { _lastSelectSlot.GodIgnoreMe(); } } } else { FCUIInventory.Instance.CurrentSelectionItem = null; FCUIInventory.Instance.OnResumeDefaultLayout(); if (null != _lastSelectSlot) { _lastSelectSlot.GodIgnoreMe(); } } _lastSelectSlot = slot; }