示例#1
0
 /// <summary>
 /// Function called anytime the full inventory and money UI need to be displayed for the player.
 /// </summary>
 public void InventoryActionPerformed()
 {
     inventoryAndMoneyPanel.SetActive(true);
     overallInventoryUI.SetActive(true);
     disappearTimer         = inventoryDisappearTime;
     startDisappearingTimer = timeBeforeStartDisappearing;
     uiOpacity            = 1.0f;
     playerMoneyText.text = "$" + playerManager.GetCurrentPlayerMoney();
     foreach (string slot in inventorySlotNames)
     {
         if (slot == InventoryScript.GRENADES)
         {
             GameObject[] grenades = playerInventory.GetGrenades();
             for (int i = 0; i < InventoryScript.GRENADE_COUNT; i++)
             {
                 if (grenades[i] == null)
                 {
                     grenadePanelObj.transform.GetChild(i).gameObject.SetActive(false);
                 }
                 else
                 {
                     Grenades grenade = grenades[i].GetComponent <Grenades>();
                     grenadePanelObj.transform.GetChild(i).gameObject.SetActive(true);
                     grenadePanelObj.transform.GetChild(i).gameObject.GetComponent <Image>().sprite        = grenade.uiIcon;
                     grenadePanelObj.transform.GetChild(i).gameObject.GetComponentInChildren <Text>().text = grenade.weaponName;
                 }
             }
         }
         else
         {
             GameObject wepToGrabObj = playerInventory.GetWeapon(slot);
             if (slot == InventoryScript.PRIMARY)
             {
                 //there is no weapon in that slot so turn it off
                 if (wepToGrabObj == null)
                 {
                     primaryWepImageObj.SetActive(false);
                 }
                 else
                 {
                     Weapon wepToGrab = wepToGrabObj.GetComponent <Weapon>();
                     primaryWepImageObj.SetActive(true);
                     primaryWepImageObj.GetComponent <Image>().sprite        = wepToGrab.uiIcon;
                     primaryWepImageObj.GetComponentInChildren <Text>().text = wepToGrab.weaponName;
                 }
             }
             else if (slot == InventoryScript.SECONDARY)
             {
                 //there is no weapon in that slot so turn it off
                 if (wepToGrabObj == null)
                 {
                     secondaryWepImageObj.SetActive(false);
                 }
                 else
                 {
                     Weapon wepToGrab = wepToGrabObj.GetComponent <Weapon>();
                     secondaryWepImageObj.SetActive(true);
                     secondaryWepImageObj.GetComponent <Image>().sprite        = wepToGrab.uiIcon;
                     secondaryWepImageObj.GetComponentInChildren <Text>().text = wepToGrab.weaponName;
                 }
             }
             else if (slot == InventoryScript.KNIFE)
             {
                 //there is no weapon in that slot so turn it off
                 if (wepToGrabObj == null)
                 {
                     knifeImageObj.SetActive(false);
                 }
                 else
                 {
                     Weapon wepToGrab = wepToGrabObj.GetComponent <Weapon>();
                     knifeImageObj.SetActive(true);
                     knifeImageObj.GetComponent <Image>().sprite        = wepToGrab.uiIcon;
                     knifeImageObj.GetComponentInChildren <Text>().text = wepToGrab.weaponName;
                 }
             }
             else if (slot == InventoryScript.BOMB)
             {
                 //there is no weapon in that slot so turn it off
                 if (wepToGrabObj == null)
                 {
                     objectiveBombImageObj.SetActive(false);
                 }
                 else
                 {
                     Weapon wepToGrab = wepToGrabObj.GetComponent <Weapon>();
                     objectiveBombImageObj.SetActive(true);
                     objectiveBombImageObj.GetComponent <Image>().sprite        = wepToGrab.uiIcon;
                     objectiveBombImageObj.GetComponentInChildren <Text>().text = wepToGrab.weaponName;
                 }
             }
         }
     }
     SetUIOpacity();
 }