private void OnClickDrop() { ItemDetailsManager detailsScript = thisPanel.gameObject.GetComponent <ItemDetailsManager>(); detailsScript.gameItem.Drop(); thisPanel.SetActive(false); returnPanel.SetActive(true); }
private void OnClickDetails() { thisPanel.SetActive(false); ItemDetailsManager detailsScript = detailsPanel.gameObject.GetComponent <ItemDetailsManager>(); detailsScript.gameItem = refItem; detailsPanel.SetActive(true); //Once inventory is implemented, find a way to pass the button's stored object to the details panel }
private void OnClickDetails() { if (PlayerStatus.Ship.weaponSlots[invSlot].equippedWeapon == null) { return; } thisPanel.SetActive(false); //Getting a reference to the script of the details panel, then setting the GameItem, isEquipped, and the return panel ItemDetailsManager detailsScript = detailsPanel.gameObject.GetComponent <ItemDetailsManager>(); detailsScript.gameItem = (GameItem)shipWeapon; detailsScript.isEquipped = true; detailsScript.returnPanel = thisPanel; detailsPanel.SetActive(true); //Once inventory is implemented, find a way to pass the button's stored object to the details panel }
private void OnClickEquip() { ItemDetailsManager detailsScript = thisPanel.gameObject.GetComponent <ItemDetailsManager>(); detailsScript.Equip(); }
void Awake() { _instance = this; }