79 lines
2.1 KiB
C#
79 lines
2.1 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 EquipmentPanelController : BasePanelController
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{
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[Header("Slots List")]
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[SerializeField] public const int MAX_SLOT_CUNT = 0;
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[SerializeField] public EquipmentSlot _helmet;
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[SerializeField] public EquipmentSlot _chest;
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[SerializeField] public EquipmentSlot _boots;
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[SerializeField] public EquipmentSlot _weapon;
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[SerializeField] public EquipmentSlot _potion_one;
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[SerializeField] public EquipmentSlot _potion_two;
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[SerializeField] public EquipmentSlot _potion_three;
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[SerializeField] public EquipmentSlot _potion_four;
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[SerializeField] public EquipmentSlot _potion_five;
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Dictionary<int, EquipmentSlot> equipment;
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// overrwrite this metoh in in parent beacuse we dont have to init any slots
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void Awake()
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{
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base.MAX_SLOT_CUNT = 9;
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equipment = new Dictionary<int, EquipmentSlot>() {
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{ 0, _helmet },
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{ 1, _chest },
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{ 2, _boots },
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{ 3, _weapon },
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{ 4, _potion_one },
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{ 5, _potion_two },
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{ 6, _potion_three },
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{ 7, _potion_four },
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{ 8, _potion_five }
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};
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base.Awake();
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}
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void Update()
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{
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if(Input.GetKeyDown("i"))
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{
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if (_instance)
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{
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_instance.GetComponent<EquipmentManager>().ClosePanel();
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Destroy(gameObject); // destroy panel
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}
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}
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}
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public override void CloseOnClick()
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{
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Destroy(gameObject); // destroy panel
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if(_instance)
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{
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_instance.GetComponent<EquipmentManager>().ClosePanel();
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}
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}
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public void Setup(GameObject _equipment, Dictionary<int, Item> _equipmentItems)
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{
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_instance = _equipment;
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base.Setup(_equipmentItems);
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}
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protected override ISlot SetupSlot(int key, GameObject _parent)
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{
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ISlot tmp = equipment[key];
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tmp.SetupSlot(key, null, this);
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return tmp;
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}
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}
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