void BeginShow(bool paginate, bool setSelection, Inventory forInventory, Inventory linkedInventory, UIElementHolder uiHolder, int maxButtons, int uiIndex, int otherIndex) { if (forInventory != this.inventory) { currentLinkedInventory = forInventory; } if (inventoryButtonsPerInventory[uiIndex] == null) { inventoryButtonsPerInventory[uiIndex] = uiHolder.GetAllElements(maxButtons); } UpdateUIButtons(paginate, forInventory, linkedInventory, maxButtons, uiIndex, otherIndex); if (setSelection) { UIManager.SetSelection(inventoryButtonsPerInventory[uiIndex][0].gameObject); } }
IEnumerator SetSelection(GameObject selection) { yield return(new WaitForEndOfFrame()); UIManager.SetSelection(selection); }