private void UpdateUI() { //Clear display then redraw ClearDisplay(displayItems); for (int i = 0; i < inventory.Items.Count; i++) { var item = inventory.Items[i]; if (item is IEquippable) { if ((item as IEquippable).Equipped) { if (item is IWeapon) // If item is Equipped Weapon { equippedWeapon.Initialize(inventory, i); } continue; } } GameObject obj = Instantiate <GameObject>(displayItemPrefab, content); InventoryScreenItem displayItem = obj.GetComponent <InventoryScreenItem>(); displayItem.Initialize(inventory, i, observed); displayItems.Add(obj); } }
private void UpdateObservedUI() { //Clear display then redraw ClearDisplay(observedItems); for (int i = 0; i < observed.Items.Count; i++) { GameObject obj = Instantiate <GameObject>(displayItemPrefab, observedContent); InventoryScreenItem displayItem = obj.GetComponent <InventoryScreenItem>(); displayItem.Initialize(observed, i, inventory); observedItems.Add(obj); } }