public void Init(Item _itemData) { itemData = _itemData; // set the proper values on the entry gameObject.name = itemData.ID; string costText = itemData.Cost.ToString(); labelCost.text = costText; labelName.text = itemData.Name; spriteIcon.sprite = SpriteCacheManager.GetSprite(itemData.TextureName); BuyButtonStateCheck(); // set the description SetDescription(itemData); // if this item is currently locked... if (itemData.IsLocked()) { // show the UI LevelLockObject.CreateLock(spriteIcon.gameObject.transform.parent.gameObject, itemData.UnlockAtLevel); // delete the buy button button.gameObject.SetActive(false); } }
public void SetState(AccessoryButtonType buttonType) { switch (buttonType) { case AccessoryButtonType.UnboughtLocked: // Only want to spawn one lock if (!islockExists) { islockExists = true; // Show the lock GameObject goLock = LevelLockObject.CreateLock(transform.gameObject, itemData.UnlockAtLevel); GameObjectUtils.ResetLocalTransform(goLock); } buyButton.gameObject.SetActive(false); unequipButton.gameObject.SetActive(false); equipButton.gameObject.SetActive(false); break; case AccessoryButtonType.Unbought: buyButton.gameObject.SetActive(true); unequipButton.gameObject.SetActive(false); equipButton.gameObject.SetActive(false); break; case AccessoryButtonType.BoughtEquipped: buyButton.gameObject.SetActive(false); unequipButton.gameObject.SetActive(true); equipButton.gameObject.SetActive(false); break; case AccessoryButtonType.BoughtUnequipped: buyButton.gameObject.SetActive(false); unequipButton.gameObject.SetActive(false); equipButton.gameObject.SetActive(true); break; default: Debug.LogError("Invalid state for button type"); break; } }