using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.UI; using UnityEngine.EventSystems; using System; public class ChestPanelController : BasePanelController { public override void CloseOnClick() { Destroy(gameObject); // destroy panel if(_instance) { _instance.GetComponent().ClosePanel(); } } public void Setup(GameObject _chest, Dictionary _chestItems) { _instance = _chest; base.Setup(_chestItems); } protected override ISlot SetupSlot(int key, GameObject _parent) { ChestSlot _tmpSlot = Instantiate(_blankSlot, _parent.transform.position, Quaternion.identity).GetComponent(); _tmpSlot.transform.SetParent(_parent.transform); _tmpSlot.SetupSlot(key, null, this); return _tmpSlot; } // Islot - > Aslot // - > B slots // Ipanel -> Apanel // -> B panel // --------------------------- // will work differently depending if its chest, inventory or equipment panel // public void Equip(EquippableItem item) // { // if(RemoveItem(item)) // { // EquippableItem previousItem; // } // } }