private void ActivateSlots(int capacity, ItemPickable[] item, StorageViewable storage) { Clear(); for (int i = 0; i < capacity; i++) { InventorySlotManager Slot = transform.GetChild(i).gameObject.GetComponent <InventorySlotManager>(); Slot.Active = true; Slot.GetComponent <RawImage>().color = Active_Color; if (item[i] != null) { GameObject itemObject = new GameObject(); ItemSprite itemSprite = itemObject.AddComponent <ItemSprite>(); RawImage image = itemObject.AddComponent <RawImage>(); itemSprite.Reference = item[i].gameObject; itemSprite.Quantity = item[i].Quantity; image.texture = item[i].ItemIcon; image.SetNativeSize(); itemObject.name = item[i].name; itemObject.transform.SetParent(Slot.transform, false); try { item[i].gameObject.GetComponent <Collider>().enabled = false; item[i].gameObject.GetComponent <MeshRenderer>().enabled = false; } catch (Exception e) { item[i].gameObject.SetActive(false); } } } CheckDropForInActive(); }
private void Clear() { for (int i = 0; i < transform.childCount; i++) { InventorySlotManager Slot = transform.GetChild(i).gameObject.GetComponent <InventorySlotManager>(); Slot.Active = false; Slot.GetComponent <RawImage>().color = InActive_Color; } }
public void Initialize() { Clear(); for (int i = 0; i < UI.root.playerInventory.ActiveInventorySlots; i++) { InventorySlotManager Slot = transform.GetChild(i).gameObject.GetComponent <InventorySlotManager>(); Slot.Active = true; Slot.GetComponent <RawImage>().color = Active_Color; } CheckDropForInActive(); }
private void ActivateSlots(int ActiveInventorySlots) { Clear(); for (int i = 0; i < ActiveInventorySlots; i++) { InventorySlotManager Slot = transform.GetChild(i).gameObject.GetComponent <InventorySlotManager>(); Slot.Active = true; Slot.GetComponent <RawImage>().color = Active_Color; } CheckDropForInActive(); }