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			54 lines
		
	
	
		
			1.4 KiB
		
	
	
	
		
			C#
		
	
	
	
	
	
			
		
		
	
	
			54 lines
		
	
	
		
			1.4 KiB
		
	
	
	
		
			C#
		
	
	
	
	
	
// using System.Collections;
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// using System.Collections.Generic;
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// using UnityEngine;
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// public class InventoryUI : GuiPanel
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// {
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//   [SerializeField] private GameObject slotPrefab;
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//   [SerializeField] private GameObject slotListObj;
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//   [SerializeField] private List<SlotUI> slotUIList;
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//   private Inventory playerInventory;
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//   private void Start()
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//   {
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//     Inventory.OnPlayerInventoryChanged += UpdateSlots;
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//   }
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//   public override void OnOpen()
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//   {
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//     if (slotUIList.Count == 0)
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//     {
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//       playerInventory = GameObject.FindGameObjectWithTag("Player").GetComponent<Inventory>();
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//       CreateSlots();
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//     }
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//     UpdateSlots();
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//     GuiManager.Instance.ClosePanel("Hotbar");
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//   }
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//   public override void OnClose()
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//   {
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//     GuiManager.Instance.OpenPanel("Hotbar");
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//   }
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//   private void CreateSlots()
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//   {
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//     playerInventory = GameObject.FindGameObjectWithTag("Player").GetComponent<Inventory>();
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//     for (int i = 0; i < playerInventory.maxSlots; i++)
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//     {
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//       SlotUI newSlot = Instantiate(slotPrefab, Vector3.zero, Quaternion.identity, slotListObj.transform).GetComponent<SlotUI>();
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//       newSlot.slotIndex = i;
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//       slotUIList.Add(newSlot);
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//     }
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//   }
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//   private void UpdateSlots()
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//   {
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//     int i = 0;
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//     foreach (SlotUI slotUi in slotUIList)
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//     {
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//       slotUi.SetInventoryItem(playerInventory.items[i]);
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//       i++;
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//     }
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//   }
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// }
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