worked on inventory hover

This commit is contained in:
dhain 2022-05-20 09:44:08 +02:00
parent 59e46eb4ab
commit bc9af1d8d5
5 changed files with 58 additions and 20 deletions

View file

@ -43,8 +43,7 @@ public class Inventory : MonoBehaviour {
} else {
items[item] += amount;
}
onItemChangedCallback?.Invoke();
}

View file

@ -1,11 +1,16 @@
using System;
using UnityEngine;
using UnityEngine.PlayerLoop;
using UnityEngine.UI;
public class InventorySlot : MonoBehaviour {
public Image icon;
private Item _item;
private void Start() {
Physics.queriesHitTriggers = true;
}
public void AddItem(Item newItem) {
_item = newItem;
@ -32,4 +37,14 @@ public class InventorySlot : MonoBehaviour {
}
}
public void OnMouseOver() {
icon.sprite = _item.selectedSprite;
Debug.Log("Mouse Over Slot");
}
//TODO: OnMouse Methods not working :'(
public void OnMouseExit() {
icon.sprite = _item.defaultSprite;
Debug.Log("Mouse Exit Slot");
}
}

View file

@ -2,33 +2,31 @@ using System.Linq;
using UnityEngine;
public class InventoryUI : MonoBehaviour {
public Transform itemsParent;
public GameObject inventoryUI;
private Inventory _inventory;
private InventorySlot[] _slots;
// Start is called before the first frame update
void Start() {
_inventory = Inventory.instance;
_inventory.onItemChangedCallback += UpdateUI;
_slots = itemsParent.GetComponentsInChildren<InventorySlot>();
toggleInventory();
ToggleInventory();
}
// Update is called once per frame
void Update() {
if(Input.GetButtonDown("Inventory")) {
toggleInventory();
ToggleInventory();
}
}
private void toggleInventory() {
private void ToggleInventory() {
inventoryUI.SetActive(!inventoryUI.activeSelf);
}
private void UpdateUI() {
for(int i = 0; i < _slots.Length; i++) {
if(i < _inventory.items.Count) {
@ -38,4 +36,4 @@ public class InventoryUI : MonoBehaviour {
}
}
}
}
}