public void AddItem(int id, Sprite sprite) { if (slots.Count == 0) { StartCoroutine(UIManager.Instance.ShowClickToUse()); } if (slots.Count < SlotsNum) { Item item = ItemEventManager.Instance.ItemData[id]; Inventory.Add(item); sprites.Add(sprite); slots.Add(Instantiate(slotPrefab, inventoryUI.transform)); Image uiImage = slots[Inventory.Count - 1].transform.Find("ItemImage").GetComponent <Image>(); uiImage.sprite = sprite; uiImage.preserveAspect = true; InventoryItemDragable dragable = slots[Inventory.Count - 1].transform.Find("ItemImage").gameObject.AddComponent <InventoryItemDragable>(); dragable.myId = id; dragable.mySprite = sprite; } else { ErrorBackIsFull(); } }
public void UseFirstWeapon() { int ind = -1; foreach (Item item in Inventory) { ind++; Debug.Log(ind); if (atkWords.IndexOf(item.ActionInBagFunction) >= 0) { Debug.Log("find weapon"); InventoryItemDragable weapon = slots[ind].transform.Find("ItemImage").gameObject.GetComponent <InventoryItemDragable>(); weapon.Use(); break; } } }
public void RestoreInventory() { if (Inventory.Count > 0) { slots.Clear(); for (int i = 0; i < Inventory.Count; i++) { Sprite sprite = sprites[i]; Item item = Inventory[i]; slots.Add(Instantiate(slotPrefab, inventoryUI.transform)); Image uiImage = slots[slots.Count - 1].transform.Find("ItemImage").GetComponent <Image>(); uiImage.sprite = sprite; uiImage.preserveAspect = true; InventoryItemDragable dragable = slots[slots.Count - 1].transform.Find("ItemImage").gameObject.AddComponent <InventoryItemDragable>(); dragable.myId = item.Id; } } }