public virtual void Awake() { window = GetComponent<UIWindow>(); pool = new InventoryPool<InventoryContextMenuItem>(contextMenuItemPrefab, 8); window.OnShow += window_OnWindowShow; }
public void Awake() { window = InventoryManager.instance.craftingStandard.window; triggerer = GetComponent<ObjectTriggerer>(); triggerer.window = window; triggerer.handleWindowDirectly = false; // We're in charge now :) window.OnHide += () => { currentCraftingStation = null; }; triggerer.OnTriggerUse += () => { window.Toggle(); if (window.isVisible) { currentCraftingStation = this; InventoryManager.instance.craftingStandard.SetCraftingCategory(category); } }; triggerer.OnTriggerUnUse += () => { if (currentCraftingStation == this) window.Hide(); }; }
public virtual void Awake() { //base.Awake(); lootWindow = InventoryManager.instance.loot; window = lootWindow.window; triggerer = GetComponent<ObjectTriggerer>(); triggerer.window = window; triggerer.handleWindowDirectly = false; // We're in charge now :) animator = GetComponent<Animator>(); triggerer.OnTriggerUse += () => { OpenTreasureChest(); }; triggerer.OnTriggerUnUse += () => { if (open) { window.Hide(); open = false; } }; CreateGenerator(); }
public void Awake() { window = GetComponent<UIWindow>(); //window.OnHide += () => //{ //}; }
public override void Awake() { base.Awake(); windowParent = transform.parent.GetComponentInParent<UIWindow>(); if (windowParent == null) Debug.LogWarning("No UIWindow found in parents", gameObject); // Register our page with the window parent windowParent.AddPage(this); }
// Use this for initialization void Awake() { window = GetComponent<UIWindow>(); InventoryManager.instance.inventory.OnGoldChanged += (float added) => { if (window.isVisible) Repaint(); }; window.OnShow += () => { Repaint(); }; }
public void Awake() { window = GetComponent<UIWindow>(); window.OnHide += () => { foreach (var w in otherWindows) { if(w.isVisible && hideWhenHidden) w.Hide(); } }; window.OnShow += () => { foreach (var w in otherWindows) { if (w.isVisible == false && showWhenShown) w.Show(); } }; }
public override void OnReset() { show = false; window = null; }
void Awake() { currentTransform = GetComponent<RectTransform>(); defaultPivot = currentTransform.pivot; window = GetComponent<UIWindow>(); pool = new InventoryPool<InfoBoxRowUI>(infoBoxRowPrefab, 32); poolObjs = new InventoryPool(separatorPrefab, 8); poolCategoryBoxes = new InventoryPool(infoBoxCategory, 8); }