/* * Make every other slot unselected after the coming slot in parameter is selected. */ public virtual void OnAfterSlotSelected(BaseStorageSlotBehaviour slot) { for (int i = 0; i < transform.childCount; i++) { var childSlot = transform.GetChild(i).GetComponent <BaseStorageSlotBehaviour>(); if (!childSlot.GetItemInstance().Id.Equals(slot.GetItemInstance().Id)) { //Debug.Log(i); childSlot.SetSelected(false); } } if (SelectedItemPanelBehaviour != null) { SelectedItemPanelBehaviour.gameObject.SetActive(true); SelectedItemPanelBehaviour.SetPanel(slot.GetItemInstance()); } RenderProperButtons(); }
public override void OnAfterSlotSelected(BaseStorageSlotBehaviour slot) { foreach (var characterEquipmentSlot in CharacterEquipmentSlotBehaviours) { characterEquipmentSlot.SetSelected(false); } base.OnAfterSlotSelected(slot); if (slot.IsSelected) { SelectedItemPanelBehaviour.gameObject.SetActive(true); SelectedItemPanelBehaviour.SetPanel(slot.GetItemInstance()); // Debug.Log(slot.GetItemInstance().ItemTemplate.ItemName + " is selected."); } else { SelectedItemPanelBehaviour.SetPanel(null); SelectedItemPanelBehaviour.gameObject.SetActive(false); // Debug.Log(slot.GetItemInstance().ItemTemplate.ItemName + " is deselected."); } }
private void AttachSlotEvents(BaseStorageSlotBehaviour slot) { slot.OnAfterSelected += new BaseStorageSlotBehaviour.StorageSlotEventHandler(OnAfterSlotSelected); }