Esempio n. 1
0
 private void InstantiateSlots()
 {
     // Create one empty slot until we hit the bags capacity
     for (int i = 0; i < _itemBag.Capacity; i++)
     {
         InventorySlotUI uiSlot = Instantiate(_inventorySlotUIPrefab, _slotHolder);
         uiSlot.ShowEmptyItem();
         _inventorySlots.Add(uiSlot);
     }
 }
Esempio n. 2
0
        private void OnItemRemoved(Item item, ItemBag bag)
        {
            // item can only be removed if it is contained in this bag and its not null
            if ((item == null) || (bag != _itemBag))
            {
                return;
            }

            // Search for the inventory slot with the given item
            InventorySlotUI uiSlot = FindInventorySlotUIForItem(item);

            if (uiSlot != null)
            {
                // remove it from that slot
                uiSlot.RemoveItem(item);
            }
        }
Esempio n. 3
0
        private void OnItemAdded(Item item, ItemBag bag)
        {
            // item can only be added if it is contained in this bag and its not null
            if ((item == null) || (bag != _itemBag))
            {
                return;
            }

            // Search for the inventory slot with the given item
            InventorySlotUI uiSlot = FindInventorySlotUIForItem(item);

            if (uiSlot != null)
            {
                // add it to that slot
                uiSlot.AddItem(item);
            }
            else
            {
                // if it is in no slot, find the first empty one and add it there
                uiSlot = FindFirstEmptyInventorySlot();
                uiSlot.AddItem(item);
            }
        }