private void Start()
    {
        // Display the items needed above the object.
        for (int i = 0; i < itemsNeeded.Count; i++)
        {
            ItemNeeded currentItem = itemsNeeded[i];
            
            InvetoryImage invetoryImage = Instantiate(invetoryImagePrefab, itemsNeedPannel);
            invetoryImage.SetUp(currentItem.item.itemSprite, currentItem.amount);   
        }

        repiarCanvas.enabled = false;

        maxScale = repairImage.transform.localScale;
        minScale = .8f * maxScale;
    }
예제 #2
0
    public void OnItemsChanged()
    {
        // Destroy existing items.
        foreach (Transform oldItem in transform)
        {
            Destroy(oldItem.gameObject);
        }

        // Get current owned items.
        List <RepairItem> ownedItems = RepairItemsManager.GetAllOwnedItems();

        // Add the current owned items to the inventory.
        foreach (RepairItem item in ownedItems)
        {
            //TODO: Add object count as well.
            InvetoryImage newImage = Instantiate(invetoryImagePrefab, transform);
            newImage.SetUp(item.itemSprite, item.count);
        }
    }