private void Start() { currentMode = MenuState.MENU; emptyView.SetActive(true); restockView.SetActive(false); charListView.SetActive(false); convoyView.SetActive(false); infoBoxView.SetActive(false); characters = new EntryList <RestockListEntry>(characterListSize); itemList = new EntryList <ItemListEntry>(itemListSize); convoy.Setup(); buttonTitle.text = "EQUIPMENT"; menuButtons.ResetButtons(); menuButtons.AddButton("RESTOCK"); menuButtons.AddButton("STORE"); menuButtons.AddButton("TAKE"); }
public void GenerateList() { currentMode = State.CHAR; charListView.SetActive(true); inventoryView.SetActive(false); storeView.SetActive(false); convoyView.SetActive(false); if (charList == null) { charList = new EntryList <PrepCharacterEntry>(visibleSize); } charList.ResetList(); for (int i = 0; i < prepList.values.Count; i++) { Transform t = Instantiate(charEntryPrefab, charListParent.transform); PrepCharacterEntry entry = charList.CreateEntry(t); entry.FillData(playerData.stats[prepList.values[i].index], playerData.inventory[prepList.values[i].index], prepList.values[i]); } ShowCharInfo(); charEntryPrefab.gameObject.SetActive(false); convoy.Setup(); }
private void Start() { shopList.Setup(); }