private void Update() { if (_showInformationPanel && _slots[_currentSlotIndex].ItemBehaviour != null) { _inventoryInformationPanelBehaviour.Show(_slots[_currentSlotIndex].ItemBehaviour); } else { _inventoryInformationPanelBehaviour.Hide(); } }
private void Start() { _slots = GetComponentsInChildren <InventorySlotBehaviour>(); _nearbyItems = new List <ItemBehaviour>(); _inventorySlotIndicatorBehaviour = GetComponentInChildren <InventorySlotIndicatorBehaviour>(); _inventoryInformationPanelBehaviour = GetComponentInChildren <InventoryInformationPanelBehaviour>(); _inventoryInformationPanelBehaviour.Hide(); _inventoryInformationPanelBehaviour.transform.position = _inventoryInformationPanelBehaviour.transform.position += new Vector3(0.0f, 5.0f, 0.0f); _player = GameObject.Find("Player"); }
private void Update() { ItemBehaviour itemBehaviour = _inventoryBehaviour.GetNearbyItem(); if (itemBehaviour != null) { Vector3 itemPosition = itemBehaviour.transform.position; _itemPickerObject.transform.position = itemPosition + new Vector3(0.0f, 0.75f, 0.0f); const float spacing = 2.75f, doubleSpacing = spacing * 2.0f, screenSpacing = 250.0f; Vector3 informationPanelPosition = itemPosition + new Vector3(_playerObject.transform.position.x > itemPosition.x ? -spacing : spacing, 0.0f, 0.0f); Vector3 informationPanelScreenPosition = UnityEngine.Camera.main.WorldToScreenPoint(informationPanelPosition); if (informationPanelScreenPosition.x + screenSpacing > Screen.width) { informationPanelPosition.x -= doubleSpacing; } else if (informationPanelScreenPosition.x - screenSpacing < 0.0f) { informationPanelPosition.x += doubleSpacing; } _itemPickerObject.SetActive(true); _inventoryInformationPanelBehaviour.Show(itemBehaviour, informationPanelPosition); } else { _inventoryInformationPanelBehaviour.Hide(); _itemPickerObject.SetActive(false); } }