public void GenerateInventory() { //loop to initialize inventory buttons by column int z = 0; int y = 0; for (int x = 0; x < (stock.Length); x++) { if (stock[x] > 0 && foods[x].cookable) { GameObject newInventoryButton = Instantiate(buttonPrefab, new Vector3(this.transform.position.x + (z * inventoryButtonHorizontalPadding), this.transform.position.y + (y * inventoryButtonVerticalPadding), this.transform.position.z), Quaternion.identity); UIInventoryButton functionReference = newInventoryButton.GetComponentInChildren <UIInventoryButton>(); functionReference.dataReference = foods[x]; functionReference.inventoryReference = this; inventoryButtons.Add(newInventoryButton); y++; if (y >= inventoryButtonColumnLimit) { y = 0; z++; } } else { } } }
private void Button_onDrop(UIInventoryButton btn) { GetComponentInParent <UIInventoryMenu>().target.DropItem(btn.Item); Populate(target); AudioManager.PlaySfx(dropClip, Camera.main.transform); }