public void Awake() { Debug.Assert(_inventoryElement != null, "need _inventoryElement"); _inventoryElement.OnAddingItem += UpdatePrice; _inventoryElement.OnRemovingItem += UpdatePrice; _inventoryElement.Start(_pslot,_inventoryController.SlotClicked,_inventoryController.SlotHover, _inventoryController.SlotStopHover); UpdatePrice(); }
void Awake() { Debug.Assert(_pslot != null, "Inventory need a slot prefab"); Debug.Assert(_uiSelector != null, "Inventory Bar need a selector"); Debug.Assert(MAX_ITEM_PER_STACK != 0, "max item per stack not set"); _playerActions = new PlayerActions(); _playerActions.Inventory.MoveBarSelector.performed += UpdateSelectorPosition; _playerActions.Inventory.ToggleInventory.performed += ToggleInventory; _playerActions.Inventory.CursorPosition.performed += (InputAction.CallbackContext ctx) => { _tooltip.Postion = ctx.ReadValue <Vector2>() + new Vector2(3, -3); }; _playerActions.Inventory.ShowDescritpion.started += (InputAction.CallbackContext ctx) => { _tooltip.ShowDescription(); }; _playerActions.Inventory.ShowDescritpion.canceled += (InputAction.CallbackContext ctx) => { _tooltip.HideDescription(); }; _bar.Start(_pslot, SlotClicked, SlotHover, SlotStopHover); _inventory.Start(_pslot, SlotClicked, SlotHover, SlotStopHover); _mouseStack = new Stack(); _idSelected = 0; _money = 0; }