public void SwitchDisplay() { if (EquipmentDollUIInstance == null && (EquipmentDollUIContainer == null || EquipmentDollUIPrefab == null)) { return; } if (!_displayed) { if (EquipmentDollUIInstance != null) { } else { EquipmentDollUIInstance = (EquipmentDollUI)Instantiate(EquipmentDollUIPrefab, EquipmentDollUIContainer.transform); } EquipmentDollUIInstance.Construct(this); CurrentActive = this; _displayed = true; } else { EquipmentDollUIInstance.Hide(); //CurrentActive = null; _displayed = false; } }
private void HandleOnHeroEquipmentChanged(HeroInventory heroInventory) { if (HeroInventory == heroInventory) { if (Debugging) { Debug.Log("Hero changed, Equipment Screen is updating"); } } Construct(heroInventory); }
private void Start() { // If UI is active already - HeroInventory = HeroInventory.GetActive(); if (HeroInventory != null) { Construct(HeroInventory); } InventoryItemDisplay.OnClick += HandleOnClick; HeroInventory.OnHeroEquipmentChanged += HandleOnHeroEquipmentChanged; }
public void TryToDisplay() { if (EquipmentDollUI == null) { return; } if (!_displayed) { EquipmentDollUI.Construct(this); CurrentActive = this; _displayed = true; } else { EquipmentDollUI.Hide(); //CurrentActive = null; _displayed = false; } }
public void Construct(HeroInventory heroInventory) { HeroInventory = heroInventory; gameObject.SetActive(true); if (Helmet != null) { Helmet.Construct(heroInventory.Helmet); } if (Armor != null) { Armor.Construct(heroInventory.Armor); } if (Weapon != null) { Weapon.Construct(heroInventory.Weapon); } if (Offhand != null) { Offhand.Construct(heroInventory.Offhand); } }