/// <summary> /// This function handles the cell view's button click event /// </summary> /// <param name="cellView">The cell view that had the button clicked</param> private void CellViewSelected(SEUIContainerItem cellView) { if (cellView == null) { // nothing was selected selectedImage.gameObject.SetActive(false); selectedImageText.text = "None"; } else { // get the selected data index of the cell view var selectedDataIndex = (cellView as InventoryCellView).DataIndex; // loop through each item in the data list and turn // on or off the selection state. This is done so that // any previous selection states are removed and new // ones are added. for (var i = 0; i < _data.Count; i++) { _data[i].Selected = (selectedDataIndex == i); } selectedImage.gameObject.SetActive(true); selectedImage.sprite = Resources.Load <Sprite>(_data[selectedDataIndex].spritePath + "_v"); selectedImageText.text = _data[selectedDataIndex].itemName; } }
/// <summary> /// This handler will be called any time a cell view is shown or hidden /// </summary> /// <param name="cellView">The cell view that was shown or hidden</param> private void CellViewVisibilityChanged(SEUIContainerItem cellView) { // cast the cell view to our custom view CellView view = cellView as CellView; // if the cell is active, we set its data, // otherwise we will clear the image back to // its default state if (cellView.active) { view.UpdateDataView(_data[cellView.dataIndex]); } else { view.ClearImage(); } }
private void CellViewVisibilityChanged(SEUIContainerItem cellview) { // cast the cell view to our custom view PortfolioContainerUI view = cellview as PortfolioContainerUI; // if the cell is active, we set its data, // otherwise we will clear the image back to // its default state if (cellview.active) { view.UpdateDataView(CurrentData.Porfolio[cellview.dataIndex]); } else { view.ClearView(); } }