private void AddButton(int buttonbackdex) { switch (buttonbackdex) { case 0: //Debug.Log("case 0"); //shopList = PlayerItemDatabase.Instance.playerItemDatabase; SetShopList(PlayerItemDatabase.Instance.playerItemDatabase); break; //case 1: //shopList = EnvItemDatabase.Instance.envItemDatabase; // break; default: break; } for (int i = 0; i < shopList.Count; i++) { //Debug.Log(shopList[i].itemName); if (shopList[i].available == true) { Item tempItem = shopList[i]; GameObject newbutton = objectPool.GetObject(); newbutton.transform.SetParent(shopContent); newbutton.GetComponent <Image>().sprite = buttonBack[buttonbackdex]; ItemButton itemButton = newbutton.GetComponent <ItemButton>(); itemButton.SetUp(tempItem); } } }
private void AddButtons() { Debug.Log("Refreshig"); Debug.Log(_player.BaseCannonFragments.Count + " + " + _player.Barrels.Count); GameObject butt = Resources.Load <GameObject>("Prefabs/Menu/Inventory/Item_Button"); Debug.Log(_player.BaseCannonFragments.Count); for (int i = 0; i < _player.BaseCannonFragments.Count; i++) { GameObject button = Instantiate(butt, contentPanel, false); ItemButton sampleButton = button.GetComponent <ItemButton>(); sampleButton.SetUp(_player.BaseCannonFragments[i], null, _inventoryName, _inventoryText, _resolver); sampleButton.SetPicture(); _addedButtons.Add(button); } for (int i = 0; i < _player.Barrels.Count; i++) { Debug.Log(_player.Barrels[i].DamageMultiplier); GameObject button = Instantiate(butt, contentPanel, false); ItemButton sampleButton = button.GetComponent <ItemButton>(); sampleButton.SetUp(null, _player.Barrels[i], _inventoryName, _inventoryText, _resolver); sampleButton.SetPicture(); _addedButtons.Add(button); } }
private ItemButton CreateButton(Item itemData) { ItemButton itemSlot = Instantiate(itemSlotPrefab, itemList.gameObject.transform); itemSlot.SetUp(itemData); //クリック動作 itemSlot.selectable.onClick.AddListener(() => { selectedItemIndex = itemSlot.index; OnItemButtonClick(itemData); }); itemSlot.selectable.onHover = (() => OnItemButtonHover(itemData)); if (CanUse(itemData) == false) { itemSlot.Invalid(); } return(itemSlot); }