コード例 #1
0
    public void ShiftDown()
    {
        EquiptmentTypes temp   = InventorySlots[(int)EquiptmentTypes.TotalTypes - 1]; // Store the last element into a temp
        string          tempGO = Containers[(int)EquiptmentTypes.TotalTypes - 1].GetComponent <TextMeshProUGUI>().text;

        int i;

        for (i = (int)EquiptmentTypes.TotalTypes - 1; i > 0; --i)
        {
            InventorySlots[i] = InventorySlots[i - 1];
            Containers[i].GetComponent <TextMeshProUGUI>().text = Containers[i - 1].GetComponent <TextMeshProUGUI>().text;
        }
        InventorySlots[i] = temp;
        Containers[i].GetComponent <TextMeshProUGUI>().text = tempGO;
        ActiveEquiptmentType = InventorySlots[0];
        isChanged            = true;
    }
コード例 #2
0
    // IF I CHANGE TEH CONTAINERS INTO BUTTONS
    // ADD A SCRIPT FOR THE BUTTONS WITH AN ATTACHED EQUIPMENT TYPE
    // AND JUST CHANGE THAT TYPE SO THAT HTE BUTTON CAN WORK WHEN U SCROLL

    public void ShiftUp()
    {
        EquiptmentTypes temp   = InventorySlots[0]; // Store the top element
        string          tempGO = Containers[0].GetComponent <TextMeshProUGUI>().text;

        int i;

        for (i = 0; i < ((int)EquiptmentTypes.TotalTypes - 1); ++i)
        {
            // Swap the current element with the next one
            InventorySlots[i] = InventorySlots[i + 1];
            Containers[i].GetComponent <TextMeshProUGUI>().text = Containers[i + 1].GetComponent <TextMeshProUGUI>().text;
        }
        InventorySlots[i] = temp; // Change the last element to the first one
        Containers[i].GetComponent <TextMeshProUGUI>().text = tempGO;
        ActiveEquiptmentType = InventorySlots[0];
        isChanged            = true;
    }
コード例 #3
0
 // An array to hold the number of active slots
 // Use this for initialization
 void Start()
 {
     ActiveEquiptmentType  = EquiptmentTypes.Weapons;
     isChanged             = true;
     EquipmentBoxTransform = EquipmentSelectionBox.GetComponent <RectTransform>();
 }