// using System.Collections; // using System.Collections.Generic; // using UnityEngine; // using UnityEngine.UI; // public class HotbarUI : GuiPanel // { // [SerializeField] private GameObject hotbarSlotPrefab; // private List slots = new List(); // private Inventory playerInventory; // private PlayerController playerController; // private int hotbarSlotCount = 9; // private void Start() // { // Inventory.OnPlayerInventoryChanged += UpdateSlots; // } // public override void OnOpen() // { // if (slots.Count == 0) // { // playerInventory = GameObject.FindGameObjectWithTag("Player").GetComponent(); // playerController = GameObject.FindGameObjectWithTag("Player").GetComponent(); // hotbarSlotCount = playerController.hotbarSlotCount; // CreateSlots(); // } // UpdateSlots(); // } // public override void OnClose() // { // } // private void CreateSlots() // { // for (int i = 0; i < hotbarSlotCount; i++) // { // HotbarSlotUI newSlot = Instantiate(hotbarSlotPrefab, Vector3.zero, Quaternion.identity, transform).GetComponent(); // newSlot.slotIndex = i; // slots.Add(newSlot); // } // } // private void UpdateSlots() // { // for (int i = 0; i < slots.Count; i++) // { // slots[i].SetInventoryItem(playerInventory.items[i] ?? null); // } // } // }