public void updateInventoryMenu() { Debug.Log("Update inventory"); if (itemDic != null) { foreach (KeyValuePair <ItemClass, int> entry in itemDic) { ItemSlot findInInventory = findItem(entry.Key); if (findInInventory != null) { findInInventory.setNumber(entry.Value); } else { ItemSlot empty = findEmptySlot(); if (empty == null) { Debug.Log("There are no empty slots"); } empty.setNumber(entry.Value); empty.item = entry.Key; Sprite itemIcon = m_ItemIcon.getItemSpire(entry.Key.m_ItemName); empty.setItemSprite(itemIcon); } } } }
} //end f'n ContainItem(ItemClass) /**A function to set the current hotkey's sprite to the corresponding to item [itemToSet], and to set the hotkey's text component to reflect the number of items in the player inventory*/ public void setHotKeys(ItemClass itemToSet, int numberOfItems) { item = itemToSet; ItemIcon itemIcon = GetComponentInParent <ItemIcon> (); gameObject.GetComponent <Image> ().sprite = itemIcon.getItemSpire(itemToSet.m_ItemName); string new_text = "" + numberOfItems; gameObject.transform.parent.gameObject.GetComponentInChildren <Text> ().text = new_text; // Debug.Log(numberOfItems + " of " + itemToSet.m_ItemName.ToString() + " to set to hotkey, with sprite " + gameObject.GetComponent<Image> ().sprite.name); }