55 lines
1.8 KiB
C#
55 lines
1.8 KiB
C#
using System.Linq;
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using UnityEngine;
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public class InventoryUI : MonoBehaviour {
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public Transform itemsParent;
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public GameObject inventoryUI;
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private Inventory _inventory;
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private InventorySlot[] _slots;
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private void Start() {
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// Get Inventory instance and add UpdateUI method to OnItemChanged delegate
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_inventory = Inventory.instance;
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_inventory.onItemChangedCallback += UpdateUI;
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// Add all InventorySlot GameObjects to _slots and turn off the Inventory UI
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_slots = itemsParent.GetComponentsInChildren<InventorySlot>();
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ToggleInventory();
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// Set the icon to not be a raycast target for the Description Hovering to work
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foreach(InventorySlot slot in _slots) {
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slot.icon.raycastTarget = false;
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}
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}
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private void Update() {
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// When "Inventory" button is pressed turn on/off Inventory UI
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if(Input.GetButtonDown("Inventory")) {
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ToggleInventory();
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}
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}
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/**
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* Turn on/off the Inventory UI
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*/
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private void ToggleInventory() {
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inventoryUI.SetActive(!inventoryUI.activeSelf);
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}
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//TODO: sell Items with right click and when shop is open
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/**
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* Is called when something in the Inventory UI should update
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*/
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private void UpdateUI() {
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// Add all items to the correct slots and clear the ones where no item should be
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for(int i = 0; i < _slots.Length; i++) {
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if(i < _inventory.items.Count) {
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_slots[i].AddItem(_inventory.items.ElementAt(i).Key);
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if(_inventory.items[_inventory.items.ElementAt(i).Key] > 1) {
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_slots[i].amountText.text = "" + _inventory.items[_inventory.items.ElementAt(i).Key];
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}
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} else {
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_slots[i].ClearSlot();
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}
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}
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}
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}
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