private void UpdateInventoryIcons() { for (int i = 0; i < _inventorySize; ++i) { if (i < InventoryItems.Count) { _canvasManager.SetInventorySlotIcon(i, InventoryItems[i].InventoryIcon); } else { _canvasManager.ClearInventorySlotIcon(i); } } }
//Update Inventory Icons private void UpdateInventoryIcons() { //go though the inventory slots for (int i = 0; i < inventorySize; ++i) { if (i < _inventory.Count) { _canvasManager.SetInventorySlotIcon(i, _inventory[i].inventoryIcon); } else { _canvasManager.ClearInventorySlotIcon(i); } } }
/// <summary> /// Method that will update the inventory icons /// </summary> private void UpdateInventoryIcons() { // A for cycle that will run through the inventory for (int i = 0; i < inventorySize; ++i) { // If it's less than the spaces available if (i < _inventory.Count) { // Will add it to the inventory, adding the icon to the slots _canvasManager.SetInventorySlotIcon(i, _inventory[i].inventoryIcon); } else { //Will clear the inventory's slots _canvasManager.ClearInventorySlotIcon(i); } } }