private void DisplayAllItems() { Vector2 size = InventorySize; ItemDisplayer.Fill(R, slotPrefab, uiMask.transform, items, slots, INVENTORY_SLOT_SIZE, INVENTORY_SLOT_SPACE, ClickEvent, HoverEvent, HoverExitEvent); }
private void UpdateTrade() { ///show player items ItemDisplayer.Fill( playerUI.rect, slotPrefab, playerUI.transform, playerInv.items, playerSlot, UiInventory.INVENTORY_SLOT_SIZE, UiInventory.INVENTORY_SLOT_SPACE, OnClickPlayerItem, (i) => i.RuntimeRef.canBeSoled); ///show npc items ItemDisplayer.Fill( npcUI.rect, slotPrefab, npcUI.transform, npcInv.items, npcSlot, UiInventory.INVENTORY_SLOT_SIZE, UiInventory.INVENTORY_SLOT_SPACE, OnClickNpcItem ); ///show player trading items ItemDisplayer.Fill( playerTradeUI.rect, slotPrefab, playerTradeUI.transform, playerTradingItems, playerTradeSlot, UiInventory.INVENTORY_SLOT_SIZE, UiInventory.INVENTORY_SLOT_SPACE, OnClickPlayerTradingItem ); ///show npc trading items ItemDisplayer.Fill( npcTradeUI.rect, slotPrefab, npcTradeUI.transform, npcTradingItems, npcTradeSlot, UiInventory.INVENTORY_SLOT_SIZE, UiInventory.INVENTORY_SLOT_SPACE, OnClickNpcTradingItem ); }