public void UpdatePanel()
    {
        // instantiate/destroy enough slots
        UIUtils.BalancePrefabs(slotPrefab.gameObject, player.food.Count, content);

        // refresh all items
        for (int i = 0; i < player.food.Count; ++i)
        {
            UIInventorySlot   slot = content.GetChild(i).GetComponent <UIInventorySlot>();
            FoodItemAndAmount food = player.food[i];

            if (food.amount > 0)
            {
                int icopy = i; // needed for lambdas, otherwise i is Count
                slot.button.onClick.SetListener(() => OnFoodSlotClicked(icopy));

                // show images and amount text
                slot.image.color     = Color.white;
                slot.image.sprite    = food.item.image;
                slot.amountText.text = food.amount.ToString();
            }
            else
            {
                // refresh invalid item
                slot.button.onClick.RemoveAllListeners();
                slot.image.color  = Color.clear;
                slot.image.sprite = null;
                slot.cooldownCircle.fillAmount = 0;
                slot.amountOverlay.SetActive(false);
            }
        }
    }
    private void Swap(UIInventorySlot slot)
    {
        var selectedSlotIndex = GetSlotIndex(Selected);
        var destSlotIndex     = GetSlotIndex(slot);

        if (!(selectedSlotIndex == -1 || destSlotIndex == -1))
        {
            _inventory.Move(selectedSlotIndex, destSlotIndex);
        }
    }
Esempio n. 3
0
    void Update()
    {
        GameObject player = Player.player;

        if (!player)
        {
            return;
        }

        PlayerInventory inventory = player.GetComponent <PlayerInventory>();

        // instantiate/destroy enough slots
        UIUtils.BalancePrefabs(slotPrefab.gameObject, inventory.slots.Count, content);

        // refresh all items
        for (int i = 0; i < inventory.slots.Count; ++i)
        {
            UIInventorySlot slot = content.GetChild(i).GetComponent <UIInventorySlot>();
            slot.dragAndDropable.name = i.ToString(); // drag and drop index
            ItemSlot itemSlot = inventory.slots[i];

            if (itemSlot.amount > 0)
            {
                // refresh valid item
                int icopy = i; // needed for lambdas, otherwise i is Count
                slot.button.onClick.SetListener(() => {
                    if (itemSlot.item.data is UsableItem &&
                        ((UsableItem)itemSlot.item.data).CanUse(inventory, icopy) == Usability.Usable)
                    {
                        inventory.UseItem(icopy);
                    }
                });
                slot.tooltip.enabled          = true;
                slot.tooltip.text             = itemSlot.ToolTip();
                slot.dragAndDropable.dragable = true;
                slot.image.color  = Color.white;
                slot.image.sprite = itemSlot.item.image;
                slot.amountOverlay.SetActive(itemSlot.amount > 1);
                slot.amountText.text = itemSlot.amount.ToString();
            }
            else
            {
                // refresh invalid item
                slot.button.onClick.RemoveAllListeners();
                slot.tooltip.enabled          = false;
                slot.dragAndDropable.dragable = false;
                slot.image.color  = Color.clear;
                slot.image.sprite = null;
                slot.amountOverlay.SetActive(false);
            }
        }

        // gold
        goldText.text = inventory.gold.ToString();
    }
 private int GetSlotIndex(UIInventorySlot slotToFind)
 {
     for (int i = 0; i < SlotCount; i++)
     {
         if (Slots[i] == slotToFind)
         {
             return(i);
         }
     }
     return(-1);
 }
Esempio n. 5
0
    private int GetSlotIndex(UIInventorySlot selected)
    {
        for (int i = 0; i < SlotCount; i++)
        {
            if (_slots[i] == selected)
            {
                return(i);
            }
        }

        return(-1);
    }
Esempio n. 6
0
    public void OnSelectedSlot(UIInventorySlot curSlot)
    {
        if (selectedSlot != null)
        {
            selectedSlot.OnDeSelected();
        }

        selectedSlot = curSlot;

        selectedSlot.OnSelected();

        ShowInfo();
    }
Esempio n. 7
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 private void Handle_SlotClicked(UIInventorySlot slot)
 {
     if (Selected != null)
     {
         Swap(slot);
         Selected.BecomesUnSelected();
         Selected = null;
     }
     else if (slot.IsEmpty == false)
     {
         Selected = slot;
         Selected.BecomesSelected();
     }
     OnSelectionChanged?.Invoke();
 }
 private void HandleSlotClicked(UIInventorySlot slot)
 {
     // Swap slots if multiple were selected
     if (Selected != null)
     {
         Swap(slot);
         Selected.BecomeUnselected();
         Selected = null;
     }
     // Don't select empty slots
     else if (!slot.IsEmpty)
     {
         Selected = slot;
         Selected.BecomeSelected();
     }
     OnSelectionChanged?.Invoke();
 }
Esempio n. 9
0
 public IEnumerator RefreshSlot()
 {
     for (int i = 0; i < _slots.Count; i++)
     {
         UIInventorySlot slot = _slots[i];
         slot.Refresh();
         if (slot.item.Count <= 0)
         {
             NGUITools.Destroy(slot.gameObject);
             _slots.Remove(slot);
             slotRoot.Reposition();
             scrollView.ResetPosition();
             i--;
         }
         yield return(null);
     }
 }
Esempio n. 10
0
    private IEnumerator InitSlot()
    {
        List <UserItem> userItems = GameManager.GameUser.UserItems.ToList();//.OrderByDescending(p => p.GameItem.Kind).ThenByDescending(p=>p.Grade).ToList();

        foreach (UserItem userItem in userItems)
        {
            GameObject      go   = NGUITools.AddChild(slotRoot.gameObject, slotPrefab);
            UIInventorySlot slot = go.GetComponent <UIInventorySlot>();
            slot.SetItem(userItem);
            slot.inventory = this;
            _slots.Add(slot);
            slotRoot.Reposition();
            yield return(null);
        }

        scrollView.ResetPosition();
    }
Esempio n. 11
0
    void Update()
    {
        Player player = Player.localPlayer;

        if (player != null)
        {
            // hotkey (not while typing in chat, etc.)
            if (Input.GetKeyDown(hotKey) && !UIUtils.AnyInputActive())
            {
                panel.SetActive(!panel.activeSelf);
            }

            // only update the panel if it's active
            if (panel.activeSelf)
            {
                // instantiate/destroy enough slots
                UIUtils.BalancePrefabs(slotPrefab.gameObject, player.inventory.Count, content);

                // refresh all items
                for (int i = 0; i < player.inventory.Count; ++i)
                {
                    UIInventorySlot slot = content.GetChild(i).GetComponent <UIInventorySlot>();
                    slot.dragAndDropable.name = i.ToString(); // drag and drop index
                    ItemSlot itemSlot = player.inventory[i];

                    if (itemSlot.amount > 0)
                    {
                        // refresh valid item
                        int icopy = i; // needed for lambdas, otherwise i is Count
                        slot.button.onClick.SetListener(() => {
                            if (itemSlot.item.data is UsableItem &&
                                ((UsableItem)itemSlot.item.data).CanUse(player, icopy))
                            {
                                player.CmdUseInventoryItem(icopy);
                            }
                        });
                        slot.tooltip.enabled          = true;
                        slot.tooltip.text             = itemSlot.ToolTip();
                        slot.dragAndDropable.dragable = true;
                        slot.image.color  = Color.white;
                        slot.image.sprite = itemSlot.item.image;
                        slot.amountOverlay.SetActive(itemSlot.amount > 1);
                        slot.amountText.text = itemSlot.amount.ToString();
                    }
                    else
                    {
                        // refresh invalid item
                        slot.button.onClick.RemoveAllListeners();
                        slot.tooltip.enabled          = false;
                        slot.dragAndDropable.dragable = false;
                        slot.image.color  = Color.clear;
                        slot.image.sprite = null;
                        slot.amountOverlay.SetActive(false);
                    }
                }

                // gold
                goldText.text = player.gold.ToString();

                // trash (tooltip always enabled, dropable always true)
                trash.dragable = player.trash.amount > 0;
                if (player.trash.amount > 0)
                {
                    // refresh valid item
                    trashImage.color  = Color.white;
                    trashImage.sprite = player.trash.item.image;
                    trashOverlay.SetActive(player.trash.amount > 1);
                    trashAmountText.text = player.trash.amount.ToString();
                }
                else
                {
                    // refresh invalid item
                    trashImage.color  = Color.clear;
                    trashImage.sprite = null;
                    trashOverlay.SetActive(false);
                }
            }
        }
        else
        {
            panel.SetActive(false);
        }
    }
Esempio n. 12
0
    void Update()
    {
        Player player = Player.localPlayer;

        if (player != null)
        {
            // hotkey (not while typing in chat, etc.)
            if (Input.GetKeyDown(hotKey) && !UIUtils.AnyInputActive())
            {
                panel.SetActive(!panel.activeSelf);
            }

            // only update the panel if it's active
            if (panel.activeSelf)
            {
                // instantiate/destroy enough slots
                UIUtils.BalancePrefabs(slotPrefab.gameObject, player.inventory.slots.Count, content);

                // refresh all items
                for (int i = 0; i < player.inventory.slots.Count; ++i)
                {
                    UIInventorySlot slot = content.GetChild(i).GetComponent <UIInventorySlot>();
                    slot.dragAndDropable.name = i.ToString(); // drag and drop index
                    ItemSlot itemSlot = player.inventory.slots[i];

                    if (itemSlot.amount > 0)
                    {
                        // refresh valid item
                        int icopy = i; // needed for lambdas, otherwise i is Count
                        slot.button.onClick.SetListener(() => {
                            if (itemSlot.item.data is UsableItem usable &&
                                usable.CanUse(player, icopy))
                            {
                                player.inventory.CmdUseItem(icopy);
                            }
                        });
                        // only build tooltip while it's actually shown. this
                        // avoids MASSIVE amounts of StringBuilder allocations.
                        slot.tooltip.enabled = true;
                        if (slot.tooltip.IsVisible())
                        {
                            slot.tooltip.text = itemSlot.ToolTip();
                        }
                        slot.dragAndDropable.dragable = true;

                        // use durability colors?
                        if (itemSlot.item.maxDurability > 0)
                        {
                            if (itemSlot.item.durability == 0)
                            {
                                slot.image.color = brokenDurabilityColor;
                            }
                            else if (itemSlot.item.DurabilityPercent() < lowDurabilityThreshold)
                            {
                                slot.image.color = lowDurabilityColor;
                            }
                            else
                            {
                                slot.image.color = Color.white;
                            }
                        }
                        else
                        {
                            slot.image.color = Color.white;  // reset for no-durability items
                        }
                        slot.image.sprite = itemSlot.item.image;

                        // cooldown if usable item
                        if (itemSlot.item.data is UsableItem usable2)
                        {
                            float cooldown = player.GetItemCooldown(usable2.cooldownCategory);
                            slot.cooldownCircle.fillAmount = usable2.cooldown > 0 ? cooldown / usable2.cooldown : 0;
                        }
                        else
                        {
                            slot.cooldownCircle.fillAmount = 0;
                        }
                        slot.amountOverlay.SetActive(itemSlot.amount > 1);
                        slot.amountText.text = itemSlot.amount.ToString();
                    }
                    else
                    {
                        // refresh invalid item
                        slot.button.onClick.RemoveAllListeners();
                        slot.tooltip.enabled          = false;
                        slot.dragAndDropable.dragable = false;
                        slot.image.color  = Color.clear;
                        slot.image.sprite = null;
                        slot.cooldownCircle.fillAmount = 0;
                        slot.amountOverlay.SetActive(false);
                    }
                }

                // gold
                goldText.text = player.gold.ToString();

                // trash (tooltip always enabled, dropable always true)
                trash.dragable = player.inventory.trash.amount > 0;
                if (player.inventory.trash.amount > 0)
                {
                    // refresh valid item
                    if (player.inventory.trash.item.maxDurability > 0)
                    {
                        if (player.inventory.trash.item.durability == 0)
                        {
                            trashImage.color = brokenDurabilityColor;
                        }
                        else if (player.inventory.trash.item.DurabilityPercent() < lowDurabilityThreshold)
                        {
                            trashImage.color = lowDurabilityColor;
                        }
                        else
                        {
                            trashImage.color = Color.white;
                        }
                    }
                    else
                    {
                        trashImage.color = Color.white;  // reset for no-durability items
                    }
                    trashImage.sprite = player.inventory.trash.item.image;

                    trashOverlay.SetActive(player.inventory.trash.amount > 1);
                    trashAmountText.text = player.inventory.trash.amount.ToString();
                }
                else
                {
                    // refresh invalid item
                    trashImage.color  = Color.clear;
                    trashImage.sprite = null;
                    trashOverlay.SetActive(false);
                }
            }
        }
        else
        {
            panel.SetActive(false);
        }
    }
Esempio n. 13
0
 private void Awake() => _inventorySlot = GetComponent <UIInventorySlot>();
Esempio n. 14
0
 private void Swap(UIInventorySlot slot)
 {
     _inventory.Move(GetSlotIndex(Selected), GetSlotIndex(slot));
 }
    // Assign our componenet based on the slot type.
    private void LateUpdate()
    {
        player = Player.localPlayer;

        if (player != null)
        {
            switch (slotType)
            {
            case SlotType.Equipment:
                // refresh all
                int lastECount = 0;
                if (lastECount != player.equipment.Count)
                {
                    for (int i = 0; i < player.equipment.Count; ++i)
                    {
                        lastECount = player.equipment.Count;
                        if (player.equipment[i].amount > 0)
                        {
                            UIEquipment equipmentContents = gameObject.GetComponent <UIEquipment>();
                            UIUtils.BalancePrefabs(equipmentContents.slotPrefab.gameObject, player.equipment.Count, equipmentContents.content);
                            if (equipmentContents.panel.activeSelf)
                            {
                                UIEquipmentSlot slot = equipmentContents.content.transform.GetChild(i).GetComponent <UIEquipmentSlot>();
                                raritySlot = slot.GetComponent <UCE_RaritySlot>();
                                tooltip    = slot.tooltip;
                                slot.dragAndDropable.name = i.ToString();     // drag and drop slot
                                itemSlot = player.equipment[i];
                                SetRarityColor(itemSlot.item.data);
                            }
                        }
                        else
                        {
                            UIEquipment equipmentContents = gameObject.GetComponent <UIEquipment>();
                            if (equipmentContents.panel.activeSelf)
                            {
                                UIEquipmentSlot slot = equipmentContents.content.transform.GetChild(i).GetComponent <UIEquipmentSlot>();
                                raritySlot = slot.GetComponent <UCE_RaritySlot>();
                                raritySlot.rarityOutline.color = Color.clear;
                            }
                        }
                    }
                }
                break;

            case SlotType.Inventory:
                // refresh all
                int lastICount = 0;
                if (lastICount != player.inventory.Count)
                {
                    for (int i = 0; i < player.inventory.Count; ++i)
                    {
                        lastICount = player.inventory.Count;
                        if (player.inventory[i].amount > 0)
                        {
                            UIInventory inventoryContents = GetComponent <UIInventory>();
                            UIUtils.BalancePrefabs(inventoryContents.slotPrefab.gameObject, player.inventory.Count, inventoryContents.content);
                            if (inventoryContents.panel.activeSelf)
                            {
                                UIInventorySlot slot = inventoryContents.content.transform.GetChild(i).GetComponent <UIInventorySlot>();
                                raritySlot = slot.GetComponent <UCE_RaritySlot>();
                                tooltip    = slot.tooltip;
                                slot.dragAndDropable.name = i.ToString();     // drag and drop slot
                                itemSlot = player.inventory[i];
                                SetRarityColor(itemSlot.item.data);
                            }
                        }
                        else
                        {
                            UIInventory inventoryContents = gameObject.GetComponent <UIInventory>();
                            if (inventoryContents.panel.activeSelf)
                            {
                                UIInventorySlot slot = inventoryContents.content.transform.GetChild(i).GetComponent <UIInventorySlot>();
                                raritySlot = slot.GetComponent <UCE_RaritySlot>();
                                raritySlot.rarityOutline.color = Color.clear;
                            }
                        }
                    }
                }
                break;

            case SlotType.Loot:
                if (player.target != null && player.target.health <= 0)
                {
                    UILoot          lootContent = GetComponent <UILoot>();
                    List <ItemSlot> items       = player.target.inventory.Where(slot => slot.amount > 0).ToList();
                    UIUtils.BalancePrefabs(lootContent.itemSlotPrefab.gameObject, items.Count, lootContent.content);

                    // refresh all valid items
                    for (int i = 0; i < items.Count; ++i)
                    {
                        UILootSlot slot = lootContent.content.GetChild(i).GetComponent <UILootSlot>();
                        slot.dragAndDropable.name = i.ToString();     // drag and drop index
                        int itemIndex = player.target.inventory.FindIndex(
                            // note: .Equals because name AND dynamic variables matter (petLevel etc.)
                            itemSlot => itemSlot.amount > 0 && itemSlot.item.Equals(items[i].item)
                            );

                        // refresh
                        raritySlot = slot.GetComponent <UCE_RaritySlot>();
                        tooltip    = slot.tooltip;
                        slot.dragAndDropable.name = i.ToString();     // drag and drop slot
                        itemSlot = items[i];
                        SetRarityColor(itemSlot.item.data);
                    }
                }
                break;

            case SlotType.PlayerTrade:
                if (player.state == "TRADING")
                {
                    Player other        = (Player)player.target;
                    int    lastPTYCount = 0;
                    if (lastPTYCount != player.tradeOfferItems.Count)
                    {
                        for (int i = 0; i < player.tradeOfferItems.Count; ++i)
                        {
                            lastPTYCount = player.tradeOfferItems.Count;
                            UIPlayerTrading tradeContents = GetComponent <UIPlayerTrading>();
                            UIUtils.BalancePrefabs(tradeContents.slotPrefab.gameObject, player.tradeOfferItems.Count, tradeContents.myContent);
                            if (tradeContents.panel.activeSelf)
                            {
                                UIPlayerTradingSlot slot = tradeContents.myContent.transform.GetChild(i).GetComponent <UIPlayerTradingSlot>();
                                if (slot.amountText.text != "0")
                                {
                                    raritySlot = slot.GetComponent <UCE_RaritySlot>();
                                    tooltip    = slot.tooltip;
                                    slot.dragAndDropable.name = i.ToString();     // drag and drop slot
                                    int inventoryIndex = player.tradeOfferItems[i];
                                    itemSlot = player.inventory[inventoryIndex];
                                    SetRarityColor(itemSlot.item.data);
                                }
                                else
                                {
                                    raritySlot = slot.GetComponent <UCE_RaritySlot>();
                                    raritySlot.rarityOutline.color = Color.clear;
                                }
                            }
                        }
                    }

                    int lastPTOCount = 0;
                    if (lastPTOCount != other.tradeOfferItems.Count)
                    {
                        for (int i = 0; i < other.tradeOfferItems.Count; ++i)
                        {
                            lastPTOCount = other.tradeOfferItems.Count;
                            UIPlayerTrading tradeContents = GetComponent <UIPlayerTrading>();
                            UIUtils.BalancePrefabs(tradeContents.slotPrefab.gameObject, other.tradeOfferItems.Count, tradeContents.otherContent);
                            if (tradeContents.panel.activeSelf)
                            {
                                UIPlayerTradingSlot slot = tradeContents.otherContent.transform.GetChild(i).GetComponent <UIPlayerTradingSlot>();
                                if (slot.amountText.text != "0")
                                {
                                    raritySlot = slot.GetComponent <UCE_RaritySlot>();
                                    tooltip    = slot.tooltip;
                                    slot.dragAndDropable.name = i.ToString();     // drag and drop slot
                                    int inventoryIndex = other.tradeOfferItems[i];
                                    itemSlot = other.inventory[inventoryIndex];
                                    SetRarityColor(itemSlot.item.data);
                                }
                                else
                                {
                                    raritySlot = slot.GetComponent <UCE_RaritySlot>();
                                    raritySlot.rarityOutline.color = Color.clear;
                                }
                            }
                        }
                    }
                }
                break;

            case SlotType.NpcTrade:
                if (player.target is Npc)
                {
                    Npc npc = (Npc)player.target;
#if _iMMONPCSHOP
                    UCE_UI_NpcShop shopContents = GetComponent <UCE_UI_NpcShop>();
                    if (shopContents.panel.activeSelf)
                    {
                        ScriptableItem[] items = npc.saleItems.Where(x => x.itemCategory == shopContents.currentCategory || shopContents.currentCategory == "").ToArray();
                        UIUtils.BalancePrefabs(shopContents.itemSlotPrefab.gameObject, items.Length, shopContents.itemContent);

                        int    lastIMCount = 0;
                        string currentPage = "";
                        if (lastIMCount != items.Length || currentPage != shopContents.currentCategory)
                        {
                            for (int i = 0; i < items.Length; ++i)
                            {
                                lastIMCount = items.Length;
                                currentPage = shopContents.currentCategory;

                                UCE_UI_NpcShopSlot slot = shopContents.itemContent.GetChild(i).GetComponent <UCE_UI_NpcShopSlot>();
                                raritySlot = slot.GetComponent <UCE_RaritySlot>();
                                tooltip    = slot.tooltip;
                                scriptItem = items[i];
                                SetRarityColor(scriptItem);
                            }
                        }
                    }
#else
                    int lastNTCount = 0;
                    if (lastNTCount != npc.saleItems.Length)
                    {
                        for (int i = 0; i < npc.saleItems.Length; ++i)
                        {
                            lastNTCount = npc.saleItems.Length;
                            UINpcTrading npcContents = GetComponent <UINpcTrading>();
                            UIUtils.BalancePrefabs(npcContents.slotPrefab.gameObject, npc.saleItems.Length, npcContents.content);
                            if (npcContents.panel.activeSelf)
                            {
                                UINpcTradingSlot slot = npcContents.content.transform.GetChild(i).GetComponent <UINpcTradingSlot>();
                                raritySlot = slot.GetComponent <UCE_RaritySlot>();
                                tooltip    = slot.tooltip;
                                scriptItem = npc.saleItems[i];
                                SetRarityColor(scriptItem);
                            }
                        }
                    }
#endif
                }
                break;

            case SlotType.ItemMall:
                UIItemMall mallContents = GetComponent <UIItemMall>();
                if (mallContents.panel.activeSelf)
                {
                    ScriptableItem[] items = player.itemMallCategories[mallContents.currentCategory].items;
                    UIUtils.BalancePrefabs(mallContents.itemSlotPrefab.gameObject, items.Length, mallContents.itemContent);

                    int lastIMCount = 0;
                    int currentPage = 0;
                    if (lastIMCount != items.Length || currentPage != mallContents.currentCategory)
                    {
                        for (int i = 0; i < items.Length; ++i)
                        {
                            lastIMCount = items.Length;
                            currentPage = mallContents.currentCategory;
                            UIItemMallSlot slot = mallContents.itemContent.GetChild(i).GetComponent <UIItemMallSlot>();
                            raritySlot = slot.GetComponent <UCE_RaritySlot>();
                            tooltip    = slot.tooltip;
                            scriptItem = items[i];
                            SetRarityColor(scriptItem);
                        }
                    }
                }
                break;

            case SlotType.Crafting:
                UICrafting craftContents = GetComponent <UICrafting>();
                UIUtils.BalancePrefabs(craftContents.ingredientSlotPrefab.gameObject, player.craftingIndices.Count, craftContents.ingredientContent);
                if (craftContents.panel.activeSelf)
                {
                    int lastCCount = 0;
                    if (lastCCount != player.craftingIndices.Count)
                    {
                        for (int i = 0; i < player.craftingIndices.Count; ++i)
                        {
                            lastCCount = player.craftingIndices.Count;
                            UICraftingIngredientSlot slot = craftContents.ingredientContent.GetChild(i).GetComponent <UICraftingIngredientSlot>();
                            if (player.craftingIndices[i] != -1)
                            {
                                int itemIndex = player.craftingIndices[i];
                                raritySlot = slot.GetComponent <UCE_RaritySlot>();
                                tooltip    = slot.tooltip;
                                itemSlot   = player.inventory[itemIndex];
                                SetRarityColor(itemSlot.item.data);
                            }
                            else
                            {
                                raritySlot = slot.GetComponent <UCE_RaritySlot>();
                                raritySlot.rarityOutline.color = Color.clear;
                            }
                        }
                    }
                }
                break;
            }
        }
    }
Esempio n. 16
0
 public void SelectInventory(UIInventorySlot _selectInventorySlot)
 {
     selectInventorySlot = _selectInventorySlot;
 }
Esempio n. 17
0
    void Update()
    {
        Player player = Player.localPlayer;

        if (player)
        {
            UIUtils.BalancePrefabs(slotPrefab.gameObject, player.inventory.slots.Count, content);
            for (int i = 0; i < player.inventory.slots.Count; ++i)
            {
                UIInventorySlot slot = content.GetChild(i).GetComponent <UIInventorySlot>();
                slot.dragAndDropable.name = i.ToString();
                ItemSlot itemSlot = player.inventory.slots[i];
                if (itemSlot.amount > 0)
                {
                    int icopy = i;
                    slot.button.onClick.SetListener(() => {
                        if (itemSlot.item.CheckDurability() &&
                            itemSlot.item.data is UsableItem usable &&
                            usable.CanUseInventory(player, icopy) == Usability.Usable)
                        {
                            player.inventory.CmdUseItem(icopy);
                        }
                    });
                    slot.tooltip.enabled = true;
                    if (slot.tooltip.IsVisible())
                    {
                        slot.tooltip.text = itemSlot.ToolTip();
                    }
                    slot.dragAndDropable.dragable = true;
                    if (itemSlot.item.maxDurability > 0)
                    {
                        if (itemSlot.item.durability == 0)
                        {
                            slot.image.color = brokenDurabilityColor;
                        }
                        else if (itemSlot.item.DurabilityPercent() < lowDurabilityThreshold)
                        {
                            slot.image.color = lowDurabilityColor;
                        }
                        else
                        {
                            slot.image.color = Color.white;
                        }
                    }
                    else
                    {
                        slot.image.color = Color.white;
                    }
                    slot.image.sprite = itemSlot.item.image;
                    if (itemSlot.item.data is UsableItem usable2)
                    {
                        float cooldown = player.GetItemCooldown(usable2.cooldownCategory);
                        slot.cooldownCircle.fillAmount = usable2.cooldown > 0 ? cooldown / usable2.cooldown : 0;
                    }
                    else
                    {
                        slot.cooldownCircle.fillAmount = 0;
                    }
                    slot.amountOverlay.SetActive(itemSlot.amount > 1);
                    slot.amountText.text = itemSlot.amount.ToString();
                }
                else
                {
                    slot.button.onClick.RemoveAllListeners();
                    slot.tooltip.enabled          = false;
                    slot.dragAndDropable.dragable = false;
                    slot.image.color  = Color.clear;
                    slot.image.sprite = null;
                    slot.cooldownCircle.fillAmount = 0;
                    slot.amountOverlay.SetActive(false);
                }
            }
        }
    }