private void InitWeaponInventory() { ResetEquipped(); foreach (ItemData item in GameInformation.instance.GetInventory()) { bool equippedByUnit = (unit.WeaponMain != null && unit.WeaponMain.name.Equals(item.name)) || (unit.WeaponSecondary != null && unit.WeaponSecondary.name.Equals(item.name)); if (item.equipped && !equippedByUnit) { continue; } if (item.type != WeaponType.NONE && item.type != unit.weaponType) { continue; } GameObject temp = Instantiate(equipPrefab, inventoryPanel.transform); EquipWeaponUI ui = temp.GetComponent <EquipWeaponUI>(); ui.Set(item, equippedByUnit); if (equippedByUnit) { SetEquipped(item, ui, unit.WeaponMain != null && unit.WeaponMain.name.Equals(item.name)); } children.Add(temp); } }