Scriptum/Assets/Scripts/Inventory/InventoryPanelController.cs

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.EventSystems;
using System;
public class InventoryPanelController : BasePanelController
{
public override void CloseOnClick()
{
Destroy(gameObject); // destroy panel
InventoryManager.Instance.GetComponent<InventoryManager>().ClosePanel();
}
public void Setup(GameObject _inventory, Dictionary<int, Item> _items)
{
_instance = _inventory;
base.Setup(_items);
}
protected override ISlot SetupSlot(int key, GameObject _parent)
{
InventorySlot _tmpSlot = Instantiate(_blankSlot, _parent.transform.position, Quaternion.identity).GetComponent<InventorySlot>();
_tmpSlot.transform.SetParent(_parent.transform);
_tmpSlot.SetupSlot(key, null, this);
return _tmpSlot;
}
// public void Drop(ItemSlot<InventoryPanelController> dropItemSlot)
// {
// if(dropItemSlot.CanReceiveItem(draggedSlot.Item) && draggedSlot.CanReceiveItem(dropItemSlot.Item))
// {
// EquippableItem dragItem = draggedSlot.Item as EquippableItem;
// EquippableItem dropItem = dropItemSlot.Item as EquippableItem;
// // for changing chest to evuuipment or onventory panel !!!!
// if(draggedSlot is EquipmentSlot)
// {
// if(dragItem != null) dragItem.Unequip(this);
// if(dropItem != null) dropItem.Equip(this);
// }
// if(dropItemSlot is EquipmentSlot)
// {
// if(dragItem != null) dragItem.Equip(this);
// if(dropItem != null) dropItem.Unequip(this);
// }
// Item draggedItem = draggedSlot.Item; // remember temporary currently dragged item
// draggedSlot.Item = dropItemSlot.Item;
// dropItemSlot.Item = draggedItem;
// // update items position in chest slots
// // - after close paned - items dont reset its positions
// _inventory.GetComponent<InventoryManager>().SetItemOnPosition(draggedSlot.Number, draggedSlot.Item);
// _inventory.GetComponent<InventoryManager>().SetItemOnPosition(dropItemSlot.Number, dropItemSlot.Item);
// }
// }
}