public void ChangeInventoryTab(int tabValue) { DeselectAll(); int index = inventoryTabs.IndexOf(currentActiveTab); currentActiveTab.gameObject.SetActive(false); index += tabValue; if (index <= -1) { index = inventoryTabs.Count - 1; } else if (index >= inventoryTabs.Count) { index = 0; } currentActiveTab = inventoryTabs[index]; currentActiveTab.gameObject.SetActive(true); InitiateItems(); if (currentActiveTab.GetFirstSlot() != null) { eventSystem.SetSelectedGameObject(currentActiveTab.GetFirstSlot()); } }
public void OpenInventory() { if (!inventoryInput.activeSelf) { currentActiveTab.gameObject.SetActive(true); inventoryInput.SetActive(!inventoryInput.activeSelf); if (eventSystem == null) { eventSystem = FindObjectOfType <EventSystem>(); } InitiateItems(); eventSystem.SetSelectedGameObject(currentActiveTab.GetFirstSlot()); //playerController.SetGameState(GameState.PAUSED); } }