/// <summary> /// hides all borders /// </summary> private void HideAllBorders() { for (int row = 0; row < itemRows.Length; row++) { for (int col = 0; col < itemRows[0].items.Length; col++) { ItemSlot slot = new ItemSlot(row, col); ItemGridItemUI igiu = GetGridSlot(slot); igiu.SetBorderEquip(false); igiu.SetBorderVisiblity(false); igiu.SetBorderFlash(false); } } }
/// <summary> /// Start is called on the frame when a script is enabled just before /// any of the Update methods is called the first time. /// </summary> public void Start() { if (_inventory == null) { _inventory = PlayerManager.instance.GetComponent <CharacterInventory>(); } _items = new ItemUI[itemRows.Length, itemRows[0].items.Length]; _inventory.OnItemAdded += UpdateItemSlot; // assign slot references for (int row = 0; row < itemRows.Length; row++) { for (int col = 0; col < itemRows[0].items.Length; col++) { ItemSlot slot = new ItemSlot(row, col); ItemGridItemUI igiu = GetGridSlot(slot); // assign slot igiu.slot = slot; // setup event listeners igiu.OnLeftClick += SelectSlot; igiu.OnRightClick += UseSlot; igiu.OnHoverOver += ShowItemDetails; igiu.OnHoverOff += ResetItemDetails; } } UpdateAllItemSlots(); UpdateGoldText(); ResetItemDetails(null); _currentSelectSlot = new ItemSlot(0, 0); if (itemWorthText == null) { Debug.Log("itemWorthText is missing/null! Updates will ignore itemWorthText."); } }