public void RefreshItemWheel() { if (GameManager.Inventory == null || GameManager.Inventory.Items == null) { return; } int slot = 0; int itemIndex = 0; // dont use first slot for now _itemQuads [slot].GetComponent <Renderer>().enabled = false; _itemCountQuads [slot].GetComponent <Renderer>().enabled = false; slot++; // show what we can while ((slot < 5) && (itemIndex <= GameManager.Inventory.Items.Count - 1)) { _itemQuads [slot].GetComponent <Renderer>().enabled = true; _itemQuads [slot].GetComponent <Renderer>().material.mainTexture = GameManager.Inventory.Items [itemIndex].GetTexture(); _itemQuads [slot].GetComponent <ItemQuad>().invItem = GameManager.Inventory.Items [itemIndex]; _itemCountQuads [slot].GetComponent <Renderer>().enabled = true; _itemCountQuads [slot].GetComponent <Renderer>().material.mainTexture = CountQuadFactory.GetTextureForCount(GameManager.Inventory.Items [itemIndex].Quantity); slot++; itemIndex++; } // hide any unfilled. while (slot < 5) { _itemQuads [slot].GetComponent <Renderer>().enabled = false; _itemCountQuads [slot].GetComponent <Renderer>().enabled = false; slot++; } }
public void RefreshWeaponWheel() { int weaponToShow = _currentWeapon; int weaponPos = 1; int weaponsShown = 0; // no items means skip to the section where we hide the quads. bool bPlacedAll = (GameManager.Inventory.Weapons.Count == 0); while (!bPlacedAll) { // show proper texture _weaponQuads [weaponPos].gameObject.GetComponent <Renderer>().enabled = true; _weaponQuads [weaponPos].gameObject.GetComponent <Renderer>().material.mainTexture = GameManager.Inventory.Weapons [weaponToShow].IconTexture; WeaponQuad wq = _weaponQuads [weaponPos].gameObject.GetComponent <WeaponQuad>(); wq.Title = GameManager.Inventory.Weapons [weaponToShow].Title; wq.Description = GameManager.Inventory.Weapons [weaponToShow].Description; _weaponCountQuads [weaponPos].gameObject.GetComponent <Renderer>().enabled = true; _weaponCountQuads [weaponPos].gameObject.GetComponent <Renderer>().material.mainTexture = CountQuadFactory.GetTextureForCount(GameManager.Inventory.Weapons [weaponToShow].Quantity); weaponToShow = (weaponToShow + 1) % GameManager.Inventory.Weapons.Count; weaponPos = (weaponPos + 1) % 3; weaponsShown++; // placed 3 or all of our stuff, stop trying bPlacedAll = (weaponsShown == 3 || weaponsShown == GameManager.Inventory.Weapons.Count); } // *** hide the slots that didn't get filled *** while (weaponsShown < 3) { _weaponQuads [weaponPos].gameObject.GetComponent <Renderer>().enabled = false; _weaponCountQuads [weaponPos].gameObject.GetComponent <Renderer>().enabled = false; weaponPos = (weaponPos + 1) % 3; weaponsShown++; } // select the weapon if (GameManager.Inventory.Weapons.Count > 0 && (GameManager.Inventory.CurrentWeapon != GameManager.Inventory.Weapons [_currentWeapon])) { GameManager.Inventory.CurrentWeapon = GameManager.Inventory.Weapons [_currentWeapon]; } }