protected override void OnApply() { SetHighLight(false); target.gameObject.SetActive(CellData != null); ApplySize(); if (CellData == null) { cellImage.gameObject.SetActive(false); background.gameObject.SetActive(false); } else { // update cell image if (currentImageAsset != CellData.ImageAsset) { currentImageAsset = CellData.ImageAsset; cellImage.gameObject.SetActive(false); if (Loader == null) { Loader = new StandardAssetLoader(); } StartCoroutine(Loader.LoadAsync(CellData.ImageAsset, tex => { cellImage.texture = tex; cellImage.gameObject.SetActive(true); })); } background.gameObject.SetActive(true && isSelectable); } }
public virtual IEnumerator LoadAsync(IVariableInventoryAsset imageAsset, Action <Texture2D> onLoad) { var loader = Resources.LoadAsync <Texture2D>((imageAsset as StandardAsset).Path); yield return(loader); onLoad(loader.asset as Texture2D); }
public ItemCellData(int sampleSeed) { switch (sampleSeed) { case 0: Width = 2; Height = 1; ImageAsset = new VariableInventorySystem.StandardAsset("Image/handgun"); break; case 1: Width = 2; Height = 1; ImageAsset = new VariableInventorySystem.StandardAsset("Image/handgun2"); break; case 2: Width = 4; Height = 2; ImageAsset = new VariableInventorySystem.StandardAsset("Image/rifle"); break; case 3: Width = 5; Height = 2; ImageAsset = new VariableInventorySystem.StandardAsset("Image/sniper"); break; case 4: Width = 2; Height = 2; ImageAsset = new VariableInventorySystem.StandardAsset("Image/submachinegun"); break; case 5: Width = 2; Height = 1; ImageAsset = new VariableInventorySystem.StandardAsset("Image/handgun"); break; case 6: Width = 2; Height = 1; ImageAsset = new VariableInventorySystem.StandardAsset("Image/handgun2"); break; } }