void Awake() { if (instance != null) { Debug.LogWarning("More than one instance of Inventory found!"); return; } instance = this; }
private void Start() { weaponInventory = WeaponInventory.instance1; elementalInventory = ElementalInventory.instance; weaponBaseInventory = WeaponBaseInventory.instance; primaryWeaponInventory = PrimaryWeaponInventory.instance; int numSlots = elementalInventory.space; currentEquipment = new Item[numSlots]; Debug.Log("numslots" + numSlots); }
void Start() { inventory = Inventory.instance; weaponInventory = WeaponInventory.instance1; elementalInventory = ElementalInventory.instance; weaponBaseInventory = WeaponBaseInventory.instance; primaryWeaponInventory = PrimaryWeaponInventory.instance; inventory.onItemChangedCallback += UpdateUI; // Subscribe to the onItemChanged callback weaponInventory.onItemChangedCallback += updateWeaponsUI; // Subscribe to the onItemChanged callback elementalInventory.onItemChangedCallback += updateEquipmentUI; primaryWeaponInventory.onItemChangedCallback += updatePrimaryUI; weaponBaseInventory.onItemChangedCallback += updateBaseUI; // Populate our slots array slots = itemsParent.GetComponentsInChildren <InventorySlot>(); weaponSlots = weaponsParent.GetComponentsInChildren <InventorySlot>(); equipmentSlots = equipmentParent.GetComponentsInChildren <InventorySlot>(); weaponBaseSlots = weaponBaseParent.GetComponentsInChildren <InventorySlot>(); primarySlots = primaryWeaponParent.GetComponentsInChildren <InventorySlot>(); }