Foerming/Assets/Scripts/InventoryUI.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

54 lines
1.7 KiB
C#

using System;
using System.Linq;
using UnityEngine;
public class InventoryUI : MonoBehaviour {
public Transform itemsParent;
public GameObject inventoryUI;
private Inventory _inventory;
private InventorySlot[] _slots;
private void Start() {
// Get Inventory instance and add UpdateUI method to OnItemChanged delegate
_inventory = Inventory.instance;
_inventory.onItemChangedCallback += UpdateUI;
// Add all InventorySlot GameObjects to _slots and turn off the Inventory UI
_slots = itemsParent.GetComponentsInChildren<InventorySlot>();
ToggleInventory();
// Set the icon to not be a raycast target for the Description Hovering to work
foreach(InventorySlot slot in _slots) {
slot.icon.raycastTarget = false;
}
}
private void Update() {
// When "Inventory" button is pressed turn on/off Inventory UI
if(Input.GetButtonDown("Inventory")) {
ToggleInventory();
}
}
/**
* Turn on/off the Inventory UI
*/
private void ToggleInventory() {
inventoryUI.SetActive(!inventoryUI.activeSelf);
}
/**
* Is called when something in the Inventory 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 < _inventory.items.Count) {
_slots[i].AddItem(_inventory.items.ElementAt(i).Key);
_slots[i].amountText.text = "" + _inventory.items[_inventory.items.ElementAt(i).Key];
} else {
_slots[i].ClearSlot();
}
}
}
}