示例#1
0
    public SelectWeaponButton CreateWeaponButtonTwo(LootItem weapon, int targetSlot = 2)
    {
        SelectWeaponButton button = Instantiate(SelectionButtonPrefab);

        button.Initialize(weapon, SlotOneImage, SlotTwoImage, SlotThreeImage, targetSlot);
        button.SetupWeaponNames(PistolName, WeaponOneName, WeaponTwoName);
        return(button);
    }
示例#2
0
    public void ShowOtherWeaponsTwo()
    {
        if (GameManager.instance == null)
        {
            return;
        }

        if (SelectionButtonPrefab == null || Layout == null || m_PurchasedWeaponList == null)
        {
            return;
        }

        ClearLayout();
        m_Buttons = new List <Button>();

        int count = WeaponList.Count;

        for (int i = 0; i < m_PurchasedWeaponList.Count; i++)
        {
            for (int j = 0; j < count; j++)
            {
                if (m_PurchasedWeaponList[i].id == WeaponList[j].id)
                {
                    WeaponConfiguration weapon = WeaponList[j].Item as WeaponConfiguration;
                    if (weapon != null && (weapon.Ammo.Type != Ammo.AmmoType.PISTOL &&
                                           weapon.Ammo.Type != Ammo.AmmoType.RIFLE))
                    {
                        SelectWeaponButton button = CreateWeaponButtonTwo(weapon);
                        button.transform.SetParent(Layout.transform);
                        button.transform.localScale = Vector3.one;
                        if (!m_Buttons.Contains(button.GetComponent <Button>()))
                        {
                            m_Buttons.Add(button.GetComponent <Button>());
                        }
                    }
                }
            }
        }

        if (m_Buttons.Count == 0)
        {
            return;
        }

        if (RightBuffer != null)
        {
            RightBuffer.SetAsLastSibling();
        }

        for (int k = 1; k < m_Buttons.Count - 1; k++)
        {
            Button button = m_Buttons[k];
            SetupNavigation(button, m_Buttons[k - 1], m_Buttons[k + 1]);
        }

        //SetupNavigation(m_Buttons[0], BackButton, m_Buttons[1]);
        //SetupNavigation(m_Buttons[m_Buttons.Count - 1], m_Buttons[m_Buttons.Count - 2], null);
    }