public void UpdateBackpack() { if (localPlayerInventory == null) { return; } ClearBackpack(); int backpackSlotIndexCounter = 0; foreach (InventorySlot slot in localPlayerInventory.inventorySlots) { BackpackSlot newBackpackSlot = AddBackpackSlot(slot); newBackpackSlot.backpackSlotId = backpackSlotIndexCounter; backpackSlotIndexCounter++; newBackpackSlot.item = slot.InventoryItem; if (!slot.IsEmpty) { BackpackInventoryItem newItem = InstantiateBackpackInventoryItem(slot.InventoryItem); newItem.SetPositionTo(newBackpackSlot); } } UpdateGoldAmount(); UpdateSlotCount(); }
private BackpackInventoryItem InstantiateBackpackInventoryItem(InventoryObject inventoryObject) { GameObject newItem = GameObject.Instantiate(backpackInventoryItemPrefab); BackpackInventoryItem bii = newItem.GetComponent <BackpackInventoryItem>(); bii.transform.SetParent(draggableArea.transform); bii.SetImage(inventoryObject.inventoryIcon); return(bii); }