void Inventory() { if (Building.Inventory == null) { return; } if (_showAInventory == null) { _showAInventory = new ShowAInventory(Building.Inventory, _gaveta.gameObject, _invIniPos.transform.localPosition); ShowProductionReport(); } else if (oldBuildID != Building.MyId) { oldBuildID = Building.MyId; oldItemsCount = Building.Inventory.InventItems.Count; _showAInventory.DestroyAll(); _showAInventory = new ShowAInventory(Building.Inventory, _gaveta.gameObject, _invIniPos.transform.localPosition); //so when a new building is clicked changes ShowProductionReport(); } else if (_showAInventory != null && (oldItemsCount != Building.Inventory.InventItems.Count || Building.IsToReloadInv())) { //if new items got in the inv needs to redo Stats in case is a new production if (oldItemsCount != Building.Inventory.InventItems.Count) { ReloadStatsWhenNeeded(true); oldItemsCount = Building.Inventory.InventItems.Count; } _showAInventory.UpdateToThisInv(Building.Inventory); } ReloadStatsWhenNeeded(); _showAInventory.ManualUpdate(); _inv.text = BuildStringInv(Building); }
// Update is called once per frame void Update() { updCount++; //means is showing if (Vector3.Distance(transform.position, iniPos) < 0.1f) { if (updCount > 6) { updCount = 0; LoadMenu(); //print("Reloaded"); } } if (_showAInventory != null) { _showAInventory.UpdateToThisInv(_person.Inventory); } //if click gen if (_genBtnRect.Contains(Input.mousePosition) && Input.GetMouseButtonUp(0)) { MakeThisTabActive(_general); } //ig click inv else if (_invBtnRect.Contains(Input.mousePosition) && Input.GetMouseButtonUp(0)) { MakeThisTabActive(_gaveta); } //then update inv info all the time if (_person != null && _inv != null && !string.IsNullOrEmpty(_inv.text)) { _inv.text = BuildStringInv(_person); } }