Foerming/Assets/Scripts/InventorySlot.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

72 lines
No EOL
1.6 KiB
C#

using System;
using System.Collections;
using TMPro;
using UnityEngine;
using UnityEngine.EventSystems;
using UnityEngine.UI;
public class InventorySlot : MonoBehaviour, IPointerEnterHandler, IPointerExitHandler {
public Image icon;
public TextMeshProUGUI amountText;
public Item _item;
#region DescriptionHover
public float timeToWait;
public void OnPointerEnter(PointerEventData eventData) {
StopAllCoroutines();
StartCoroutine(StartTimer());
}
public void OnPointerExit(PointerEventData eventData) {
StopAllCoroutines();
HoverManager.onMouseExit();
}
private void ShowMessage() {
if(_item){
HoverManager.onMouseHover(_item.description, Input.mousePosition);
}
}
private IEnumerator StartTimer() {
yield return new WaitForSeconds(timeToWait);
ShowMessage();
}
#endregion
/**
* Sets the Item of the Inventory Slot
*/
public void AddItem(Item newItem) {
_item = newItem;
icon.sprite = _item.defaultSprite;
icon.enabled = true;
}
/**
* Clears the Inventory Slot
*/
public void ClearSlot() {
_item = null;
icon.sprite = null;
icon.enabled = false;
}
/**
* Gets called when the Inventory Slot is clicked
*/
public void UseItem() {
if(_item.GetType() == typeof(UsableItem)) {
((UsableItem) _item).Select();
Debug.Log("using " + _item.displayName);
} else {
Debug.Log("Item not usable " + _item.displayName);
}
}
}