public void UpdateInventoryGui() { Debug.Log ("Refreshing Inventory Gui: " + Time.time); Clear (); for (int i = 0; i < MyInventory.MyItems.Count; i++) { TooltipData MyData = new TooltipData(); MyData.LabelText = MyInventory.MyItems[i].Name; MyData.DescriptionText = MyInventory.MyItems[i].Description; for (int j = 0; j < MyInventory.MyItems[i].MyStats.Data.Count; j++) { Stat MyStat = MyInventory.MyItems[i].MyStats.Data[j]; MyData.DescriptionText += "\n " + MyStat.Name; if (MyStat.Value > 0) { MyData.DescriptionText += ": +" + MyStat.Value; } else if (MyStat.Value < 0) { MyData.DescriptionText += ": -" + Mathf.Abs(MyStat.Value).ToString(); } } AddGui("x" + MyInventory.MyItems[i].Quantity, MyData); MyGuis[MyGuis.Count-1].transform.GetChild(0).GetComponent<RawImage>().texture = MyInventory.MyItems[i].MyTexture; } }
public void AddGui(string GuiLabel, TooltipData MyTooltipData) { if (GuiPrefab == null) { GuiPrefab = new GameObject(); } string NewName = GuiLabel; GameObject NewGuiCell = (GameObject)Instantiate (GuiPrefab, GetCellPosition(MyGuis.Count), Quaternion.identity); NewGuiCell.name = MyTooltipData.LabelText; if (IsLabels) NewGuiCell.transform.GetChild(0).gameObject.GetComponent<Text>().text = NewName; if (TooltipGui) { GuiTooltip MyGuiToolTip = NewGuiCell.AddComponent<GuiTooltip> (); MyGuiToolTip.ToolTipGui = TooltipGui; MyGuiToolTip.MyTooltipData = MyTooltipData; } NewGuiCell.transform.SetParent (gameObject.transform, false); MyGuis.Add (NewGuiCell); MyGuiTooltipDatas.Add (MyTooltipData); }
public void UpdateQuestGuis() { Debug.Log ("Refreshing Inventory Gui: " + Time.time); Clear (); for (int i = 0; i < MyCharacter.MyQuests.Count; i++) { if (IsRenderQuest(MyCharacter.MyQuests[i])) { TooltipData MyData = new TooltipData(); MyData.LabelText = MyCharacter.MyQuests[i].Name; MyData.DescriptionText = MyCharacter.MyQuests[i].Description; AddGui(MyCharacter.MyQuests[i].Name, MyData); } } }
public void AddGui(string GuiLabel) { TooltipData NewTooltip = new TooltipData (); NewTooltip.LabelText = GuiLabel; AddGui (GuiLabel, NewTooltip); }