using System.Linq; using UnityEngine; public class ShopUI : MonoBehaviour { public Transform itemsParent; public GameObject shopUI; public GameObject inventoryUI; private Shop _shop; private ShopSlot[] _slots; private void Start() { // Get Shop instance and add UpdateUI method to OnItemChanged delegate _shop = Shop.instance; _shop.onElementChangedCallback += UpdateUI; // Add all ShopSlot GameObjects to _slots and turn off the Shop UI _slots = itemsParent.GetComponentsInChildren(); ToggleShop(); // Set the icon to not be a raycast target for the Description Hovering to work foreach (ShopSlot slot in _slots) { slot.icon.raycastTarget = false; } } private void Update() { // When "Shop" button is pressed turn on/off Shop UI if (Input.GetButtonDown("Shop")) { ToggleShop(); } } /** * Turn on/off the Shop UI */ private void ToggleShop() { inventoryUI.gameObject.SetActive(!shopUI.activeSelf); HoverManager.instance.HideDescription(); shopUI.SetActive(!shopUI.activeSelf); } /** * Is called when something in the Shop UI should update */ private void UpdateUI() { // Add all items to the correct slots and clear the ones where no item should be for (int i = 0; i < _slots.Length; i++) { if (i < _shop.elements.Count) { _slots[i].AddElement(_shop.elements.ElementAt(i).Key); _slots[i].nameText.text = _slots[i].Element.displayName; _slots[i].costText.text = _slots[i].Element.price + " ยต"; _slots[i].amountText.text = _shop.elements[_shop.elements.ElementAt(i).Key] + " #"; } else { _slots[i].ClearSlot(); } } } }