Foerming/Assets/Scripts/ShopUI.cs
d-hain ce1f6ed389 added cost amount to items
added Shop UI
added Shop.cs
 * you now can buy items and you lose the cost when bought
 * shop is scrollable

added comments in Inventory.cs, InventorySlot.cs, InventoryUI.cs
now showing description when hovering over items in shop or inventory
2022-06-02 00:08:37 +02:00

57 lines
No EOL
1.7 KiB
C#

using System.Linq;
using UnityEngine;
public class ShopUI : MonoBehaviour {
public Transform itemsParent;
public GameObject shopUI;
private Shop _shop;
private ShopSlot[] _slots;
private void Start() {
// Get Shop instance and add UpdateUI method to OnItemChanged delegate
_shop = Shop.instance;
_shop.onItemChangedCallback += UpdateUI;
// Add all ShopSlot GameObjects to _slots and turn off the Shop UI
_slots = itemsParent.GetComponentsInChildren<ShopSlot>();
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;
}
UpdateUI();
}
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() {
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.items.Count) {
_slots[i].AddItem(_shop.items.ElementAt(i).Key);
_slots[i].nameText.text = _slots[i].item.displayName;
_slots[i].costText.text = _slots[i].item.cost + " €";
_slots[i].amountText.text = _shop.items[_shop.items.ElementAt(i).Key] + " #";
} else {
_slots[i].ClearSlot();
}
}
}
}