public void OnDrop(PointerEventData eventData) { ItemView dragged = eventData.pointerDrag.GetComponent <ItemView>(); SlotView other = dragged.currentSlot; Slot.GetSlotFromId(other.slotID).ClearSlot(); }
public void OnDrop(PointerEventData eventData) { ItemView dragged = eventData.pointerDrag.GetComponent <ItemView>(); SlotView other = dragged.currentSlot; dragged.currentSlot = this; data.Swap(other.data); }
public void OnDrop(PointerEventData eventData) { ItemView dragged = eventData.pointerDrag.GetComponent <ItemView>(); SlotView other = dragged.currentSlot; Slot sl = Slot.GetSlotFromId(other.slotID); InventoryController.getInventoryType(InventoryController.Inventory.Both).RemoveItem(sl.item.id, sl.amount); sl.ClearSlot(); }
internal static ItemView Create(SlotView slot) { ItemView toReturn = Instantiate(prefab).GetComponent <ItemView>(); toReturn.currentSlot = slot; toReturn.amount = slot.data.amount; toReturn.amountView.text = toReturn.amount.ToString(); toReturn.GetComponent <Image>().sprite = slot.data.item.Sprite; return(toReturn); }
internal static ItemView Create(SlotView slot) { ItemView toReturn = Instantiate(prefab).GetComponent <ItemView>(); toReturn.currentSlot = slot; toReturn.isStandalone = false; toReturn.amount = Slot.GetSlotFromId(slot.slotID).amount; toReturn.amountView.text = toReturn.amount.ToString(); toReturn.GetComponent <Image>().sprite = Slot.GetSlotFromId(slot.slotID).item.Sprite; return(toReturn); }
public static SlotView Create(Slot data, GameObject parent, InventoryView inventoryView) { GameObject toReturnGO = Instantiate(prefab); toReturnGO.transform.SetParent(parent.transform, false); SlotView toReturn = toReturnGO.GetComponent <SlotView>(); toReturn.data = data; toReturn.inventoryView = inventoryView; return(toReturn); }
void LoadInventory(bool resize = false) { if (resize) { GetComponent <GridLayoutGroup>().cellSize = ComputeCellSize(); } for (int i = 0; i < slotViews.Count; i++) { Destroy(slotViews[i].gameObject); } foreach (Slot slot in model.slots) { slotViews.Add(SlotView.Create(slot.id, gameObject, this)); } }