void SpawnItems(Fighter f, Transform parent) { foreach (Item i in f.Unit.inventory.GetOrderedArray(f)) { GameObject go = Instantiate(itemButtonPrefab, parent); ItemButton btn = go.GetComponent <ItemButton>(); if (i.IsUseable(f)) { btn.label.color = Color.white; } else { btn.label.color = Color.gray; } btn.SetItem(i); SetMethods(btn); } if (f.Unit.inventory.Items.Count < Inventory.Size) { GameObject go = Instantiate(itemButtonPrefab, parent); ItemButton btn = go.GetComponent <ItemButton>(); btn.SetItem(Item.Blank()); SetMethods(btn); } }
public void InventoryClicked() { /*inventoryButton.gameObject.SetActive(false); * statusButton.gameObject.SetActive(false); * equipmentButton.gameObject.SetActive(false); * saveButton.gameObject.SetActive(false); * optionsButton.gameObject.SetActive(false); */ if (currentTab == 1) { return; } Debug.Log(inventory.items.Count); //int x_offset = 0; //int y_offset = 0; int i = 0; foreach (KeyValuePair <string, Item> entry in inventory.items) { Item item = entry.Value; ItemButton button = Instantiate(itemButton, Vector3.zero, Quaternion.identity); button.SetItem(item); button.SetPlayer(player); button.panel = window; //button.SetDropdownParent(dropdownLayer.transform); //Button itemButton; button.transform.SetParent(scrollContent.transform, false); /*RectTransform buttonRT = (RectTransform)button.transform; * RectTransform itemPanelRT = (RectTransform)itemPanel.transform; * float w = buttonRT.rect.width; * float h = buttonRT.rect.height; * float left = itemPanelRT.rect.xMin + x_offset * w; * float top = itemPanelRT.rect.yMax - y_offset * h; * Debug.Log(left); * Debug.Log(top); * buttonRT.offsetMin = new Vector2(left, top-h); * buttonRT.offsetMax = new Vector2(left+w, top);*/ button.itemName.text = entry.Key + " x" + item.count; /*if(x_offset == 0){ * x_offset = 1; * } * else{ * x_offset = 0; ++y_offset; * }*/ //itemButtons[i].gameObject.SetActive(true); itemButton.menu = this; itemButton.index = i; itemButtons.Add(button); ++i; } itemPanel.gameObject.SetActive(true); backButton.gameObject.SetActive(true); itemButtons[0].button.Select(); currentTab = 1; }
private void AddItemToSpace(Item item, int count = 1) { GameObject but = Instantiate(Parent.ItemButtonPrefab.gameObject); ItemButton itb = but.GetComponent <ItemButton>(); itb.SetItem(item); but.transform.SetParent(InventorySpace.transform, false); itb.SetDisplayInventory(this); }
// Use this for initialization void Start() { numeroItems = itemList.itemList.Count; for (int i = 0; i < numeroItems; i++) { ItemButton button = Instantiate(prefab).GetComponent <ItemButton>(); button.transform.SetParent(transform); button.SetItem(itemList.itemList[i]); } }
public void CreateInventory(PlayerResources newPlayerResources) { items = new ItemButton[ItemModel.instance.itemData.Count]; for (int i = 0; i < ItemModel.instance.itemData.Count; ++i) { GameObject newButton = Instantiate(itemButtonPrefab, content); ItemButton itemButton = newButton.GetComponent <ItemButton>(); itemButton.SetItem(i); itemButton.button.onClick.AddListener(() => SelectItem(itemButton.Id)); items[i] = itemButton; } playerResources = newPlayerResources; IsActive = true; }
private void _init() { _lastUpdated = DateTime.Now; // events clickerButton.onClick.AddListener(() => Click()); // init player player = Player.GetInstance(); player.Init(); // init UI dropController.Init(); UnityEngine.Object buttonPrefab = Resources.Load("ItemButton"); buttons = new ItemButton[player.items.Count]; _itemIds = new int[player.items.Count]; for (int i = 0; i < player.items.Count; ++i) { hardwares[i].SetActive(false); GameObject obj = Instantiate(buttonPrefab) as GameObject; RectTransform rect = obj.GetComponent <RectTransform>(); rect.SetParent(buttonContainer); rect.anchoredPosition = new Vector2(0, i * -58); int index = i; _itemIds[i] = player.items[i].id; ItemButton button = obj.GetComponent <ItemButton>(); button.SetOnMouseCallback(() => ShowTip(index)); button.SetItem(player.items[i]); button.SetSprite(player.items[i].id); buttons[i] = button; obj.GetComponent <Button>().onClick.AddListener(() => BuyItem(index)); } // load data & refresh player.Load(); for (int i = 0; i < player.items.Count; ++i) { buttons[i].SetItem(player.items[i]); if (player.items[i].unlocked) { buttons[i].Unlock(); } if (player.items[i].level > 0) { hardwares[i].SetActive(true); } dropController.SetMaxUnlockedNum(player.unlockedItem); dropController.SetSpeed(player.autoValue); } RefreshScore(); }
private void PopulateListItem(Node node, int nodeIndex) { listItens = node.GetListItens(); for (int i = 0; i < listItens.Count; i++) { GameObject newObject = Instantiate(buttonsPrefabs[1], panelInteraction.transform); ItemButton pointer = newObject.GetComponent <ItemButton>(); pointer.SetController(this); pointer.SetParentNode(listNodes[i]); pointer.SetParentIndex(nodeIndex); pointer.SetItem(listItens[i]); pointer.SetIndex(i); itenButtonList.Add(newObject); } }
void SpawnButton(Item i, Fighter f) { GameObject go = Instantiate(itemButtonPrefab, itemList.transform); ItemButton btn = go.GetComponent <ItemButton>(); go.GetComponent <UIHighlight>().OnSelectAction += () => { hovered = btn.GetItem(); }; go.GetComponent <Button>().onClick.AddListener(() => { OpenActionMenu(); }); if (i.IsUseable(f)) { btn.label.color = Color.white; } else { btn.label.color = Color.gray; } btn.SetItem(i); }