/// <summary> /// Called to instantiate an inventory prototype cell to be added to the inventory cell list. /// </summary> public void CreateInventoryCell(GameObject cellPrefab, List <GameObject> inventoryCells) { foreach (WeaponInfo info in weaponServicer.GetHangarWeapons()) { if (!info.isAttached) { GameObject spawnedInstance = Instantiate(cellPrefab, contentView.transform); IInventoryCell cellInterface = spawnedInstance.GetComponent <IInventoryCell>(); cellInterface.InitialiseCell(info); cellInterface.PassInterfaces(infoPanel); cellInterface.SetColor(GetWeaponCellColor(info.weaponType)); IUICellChecker equipmentInterface = spawnedInstance.GetComponent <IUICellChecker>(); equipmentInterface.SetCell(slotChecker, assigner, false); inventoryCells.Add(spawnedInstance); } } }
/// <summary> /// Called to instantiate an equipment cell using the specified prefab. /// </summary> public void SpawnEquipmentCell(string identifier, GameObject cellPrefab, List <GameObject> inventoryCells) { if (identifier == "") { GameObject emptyCell = GameManager.Instance.uiSettings.emptyListCell; GameObject spawnedInstance = Instantiate(emptyCell, contentView.transform); inventoryCells.Add(spawnedInstance); } else { WeaponInfo info = weaponServicer.GetWeaponItem(identifier); GameObject spawnedInstance = Instantiate(cellPrefab, contentView.transform); IInventoryCell cellInterface = spawnedInstance.GetComponent <IInventoryCell>(); cellInterface.InitialiseCell(info); cellInterface.PassInterfaces(infoPanel); //cellInterface.SetColor(GetWeaponCellColor(equipmentMenu.GetCurrentType())); DOES NOT WORK UNTIL EQUIPMENT TYPES ARE CONSIDERED. IUICellChecker equipmentInterface = spawnedInstance.GetComponent <IUICellChecker>(); equipmentInterface.SetCell(slotChecker, assigner, true); inventoryCells.Add(spawnedInstance); } }