public void IteractWithSlot() { Cursor_scr Cursor = GameObject.Find("Cursor").GetComponent <Cursor_scr>(); if (CanCraft) { GameObject Inventory = GameObject.Find("InventoryManager"); if (!Cursor.HandContainerFull) { //Debug.Log(CraftItem); Cursor.CursorContainerActivation(CraftItem, CraftItemCount); if (InventoryComponent == null) { InventoryComponent = Inventory.GetComponent <Inventory_scr>(); } InventoryComponent.TakeItem(CraftItemComponent); } else if (Cursor.HandContainer == CraftItemComponent.id) { Cursor.CursorContainerActivation(CraftItemCount); InventoryComponent.TakeItem(CraftItemComponent); } InventoryComponent.CraftSlotsCheker(); } else { GameObject.Find("NewDropPanel").GetComponent <LeftUpShowPanel_scr>().CheckRecepy(CraftItem); Debug.Log("Для сотворения чего-то не хватает"); } }
private void Awake() { //InvSlot = this.gameObject.transform.GetChild(0).gameObject; //Count = InvSlot.gameObject.transform.GetChild(0).gameObject; Cursor = GameObject.Find("Cursor"); CursorComponent = Cursor.GetComponent <Cursor_scr>(); //text = Count.GetComponent<Text>(); //sprite = InvSlot.GetComponent<Image>(); }
//public CraftSlot[] ResultSlotss; private void Awake() { Backpack.SetActive(true); //IVTR.SetActive(true); CraftPanel.SetActive(true); //ResultSlots = GameObject.Find("ResultSlots"); //ResultSlotss = GameObject.Find("ResultSlots").GetComponentsInChildren<CraftSlot>(); //Debug.Log(ResultSlotss.Length); Tabs = GameObject.Find("Tabs"); //CraftTab = GameObject.Find("CraftTab"); cursor = GameObject.Find("Cursor"); CursorComponent = cursor.GetComponent <Cursor_scr>(); player = GameObject.Find("Player"); //IVTR = GameObject.Find("Inventory"); InventorySlot[] FS = FastPanel.GetComponentsInChildren <InventorySlot>(); InventorySlot[] IS = IVTR.GetComponentsInChildren <InventorySlot>(); InventorySlot[] CS = CraftPanel.GetComponentsInChildren <InventorySlot>(); int FSlen = FS.Length, ISlen = IS.Length; InvItemsLength = FSlen + ISlen; //InvItems = new GameObject[FSlen + ISlen]; for (int i = 0; i < FSlen; i++) { InvSlots[i] = FS[i]; InvSlots[i].SlotNumber = i; InvSlots[i].Inventory = this.gameObject; } //Debug.Log(IS.Length); for (int i = 12; i < IS.Length + FSlen; i++) { InvSlots[i] = IS[i - FSlen]; InvSlots[i].SlotNumber = i; InvSlots[i].Inventory = this.gameObject; } for (int i = 0; i < CS.Length; i++) { CraftSlots[i] = CS[i]; CraftSlots[i].SlotNumber = i + 50; CraftSlots[i].Inventory = this.gameObject; } ActivateSlot(0); }
// Start is called before the first frame update void Start() { Cursor = GameObject.Find("Cursor"); player = GameObject.Find("Player").GetComponent <Player_movement_scr>(); CursorComponent = Cursor.GetComponent <Cursor_scr>(); DropCatalog = GameObject.Find("DropCatalog").GetComponent <DropCatalog_scr>(); //sprite = Active.GetComponent<Image>(); if (inSlot == null) { busy = false; Active.SetActive(false); Default.SetActive(true); } else { busy = true; Active.SetActive(true); Default.SetActive(false); } }
private void Awake() { Cursor = GameObject.Find("Cursor").GetComponent <Cursor_scr>(); }