Generified ElementStorage.cs and ElementStorageSlot.cs

This commit is contained in:
d-hain 2022-06-17 14:51:44 +02:00
parent df3fad8c51
commit e160867e7e
18 changed files with 210 additions and 212 deletions

View file

@ -12,7 +12,7 @@ public class InventoryUI : MonoBehaviour {
private void Start() {
// Get Inventory instance and add UpdateUI method to OnItemChanged delegate
_inventory = Inventory.instance;
_inventory.onItemChangedCallback += UpdateUI;
_inventory.onElementChangedCallback += UpdateUI;
// Add all InventorySlot GameObjects to _slots and turn off the Inventory UI
_slots = itemsParent.GetComponentsInChildren<InventorySlot>();
@ -38,7 +38,7 @@ public class InventoryUI : MonoBehaviour {
inventoryUI.SetActive(!inventoryUI.activeSelf);
HoverManager.instance.HideDescription();
foreach(InventorySlot slot in _slots) {
slot.ChangeItemSelectedSprite(false);
slot.ChangeElementSelectedSprite(false);
}
}
@ -48,10 +48,10 @@ public class InventoryUI : MonoBehaviour {
private void UpdateUI() {
// Add all items to the correct slots, clear the ones where no item should be and set the number of how many items are in the slot
for(int i = 0; i < _slots.Length; i++) {
if(i < _inventory.items.Count) {
_slots[i].AddItem(_inventory.items.ElementAt(i).Key);
_slots[i].amountText.text = "" + _inventory.items[_inventory.items.ElementAt(i).Key];
if(_inventory.items[_inventory.items.ElementAt(i).Key] == 1) {
if(i < _inventory.elements.Count) {
_slots[i].AddElement(_inventory.elements.ElementAt(i).Key);
_slots[i].amountText.text = "" + _inventory.elements[_inventory.elements.ElementAt(i).Key];
if(_inventory.elements[_inventory.elements.ElementAt(i).Key] == 1) {
_slots[i].amountText.text = "";
}
} else {