public void InventoryClicked() { /*inventoryButton.gameObject.SetActive(false); * statusButton.gameObject.SetActive(false); * equipmentButton.gameObject.SetActive(false); * saveButton.gameObject.SetActive(false); * optionsButton.gameObject.SetActive(false); */ if (currentTab == 1) { return; } Debug.Log(inventory.items.Count); //int x_offset = 0; //int y_offset = 0; int i = 0; foreach (KeyValuePair <string, Item> entry in inventory.items) { Item item = entry.Value; ItemButton button = Instantiate(itemButton, Vector3.zero, Quaternion.identity); button.SetItem(item); button.SetPlayer(player); button.panel = window; //button.SetDropdownParent(dropdownLayer.transform); //Button itemButton; button.transform.SetParent(scrollContent.transform, false); /*RectTransform buttonRT = (RectTransform)button.transform; * RectTransform itemPanelRT = (RectTransform)itemPanel.transform; * float w = buttonRT.rect.width; * float h = buttonRT.rect.height; * float left = itemPanelRT.rect.xMin + x_offset * w; * float top = itemPanelRT.rect.yMax - y_offset * h; * Debug.Log(left); * Debug.Log(top); * buttonRT.offsetMin = new Vector2(left, top-h); * buttonRT.offsetMax = new Vector2(left+w, top);*/ button.itemName.text = entry.Key + " x" + item.count; /*if(x_offset == 0){ * x_offset = 1; * } * else{ * x_offset = 0; ++y_offset; * }*/ //itemButtons[i].gameObject.SetActive(true); itemButton.menu = this; itemButton.index = i; itemButtons.Add(button); ++i; } itemPanel.gameObject.SetActive(true); backButton.gameObject.SetActive(true); itemButtons[0].button.Select(); currentTab = 1; }