using System; using System.Collections.Generic; using UnityEngine; [Serializable] public class InventoryUIManager : UIWarehouseManager { public static new InventoryUIManager Instance { get; protected set; } public override int SLOTS_NUMBER { get { return 48; } } public const string ITEM_LOCALIZATION = "UiPanels/"; public const string PANEL_NAME = "InventoryPanel"; public override void Awake() { if (Instance == null) { Instance = this; } else { Debug.Log(Instance); Debug.Log("destroiy inventory UI"); Destroy(gameObject); } } /* public override void UpdateList() { // TODO something like rebuild associated panel content // depending on which class we use it mayu be Inventory / Chest / Shop Panel Controller DynamicPanel.GetComponent(); //.Refresh() -- rebuild content }*/ public override void SetupPanel() { base.SetupPanel(); // setup models list DynamicPanel.GetComponent().SetUp(Elements); } public override void UpdateList() { // condition for situation where eg player want to pick up item when inventory / equipment is closed if(DynamicPanel) DynamicPanel.GetComponent().BuildPanelContent(Elements); } protected override GameObject GetTemplatePanel() { // Resources = default path - Asset/Resources ... .obj return Resources.Load(ITEM_LOCALIZATION + PANEL_NAME) as GameObject; } }