void Start() { ProductionMenu = GetComponent <ProductionMenu>(); ProductionMenu.AddItemsToBottom += newButtonSpawnBottom; objectPooler = ObjectPooler.Instance; j = ProductionMenu.row; }
// Initializing the scrollBar content public void CreateScrollBar(Pool pool, ProductionMenu productionMenu) { _productionMenu = productionMenu; _pool = pool; _pool.InitPool(transform); // Filling ScrollBar with poolObject float sizeFilled = 0; while (sizeFilled < _viewRect.rect.size.y) { sizeFilled += NewItemAtEnd(); } content.anchoredPosition -= Vector2.up * scrollSpeed; }
private int _index; // Index of building // Indexing cells public void CellIndexing(int index, ProductionMenu productionMenu) { _productionMenu = productionMenu; // If there is a building on given index int buildingCount = GameConfig.Buildings.Length; if (index < buildingCount) { _index = index; BuildingData building = GameConfig.Buildings[_index]; text.text = building.BuildingName; image.sprite = building.BuildingIcon; } else { _index = buildingCount; text.text = ""; image.sprite = defaultSprite; } }