9fa400f9a7
Simple code refaactor
69 lines
2.3 KiB
C#
69 lines
2.3 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.UI;
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using UnityEngine.EventSystems;
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using System;
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public class InventoryPanelController : BasePanelController
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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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InventoryManager.Instance.GetComponent<InventoryManager>().ClosePanel();
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}
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public void Setup(GameObject _inventory, Dictionary<int, Item> _items)
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{
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_instance = _inventory;
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base.Setup(_items);
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}
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protected override ISlot SetupSlot(int key, GameObject _parent)
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{
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InventorySlot _tmpSlot = Instantiate(_blankSlot, _parent.transform.position, Quaternion.identity).GetComponent<InventorySlot>();
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_tmpSlot.transform.SetParent(_parent.transform);
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_tmpSlot.SetupSlot(key, null, this);
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return _tmpSlot;
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}
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// public void Drop(ItemSlot<InventoryPanelController> dropItemSlot)
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// {
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// if(dropItemSlot.CanReceiveItem(draggedSlot.Item) && draggedSlot.CanReceiveItem(dropItemSlot.Item))
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// {
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// EquippableItem dragItem = draggedSlot.Item as EquippableItem;
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// EquippableItem dropItem = dropItemSlot.Item as EquippableItem;
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// // for changing chest to evuuipment or onventory panel !!!!
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// if(draggedSlot is EquipmentSlot)
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// {
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// if(dragItem != null) dragItem.Unequip(this);
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// if(dropItem != null) dropItem.Equip(this);
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// }
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// if(dropItemSlot is EquipmentSlot)
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// {
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// if(dragItem != null) dragItem.Equip(this);
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// if(dropItem != null) dropItem.Unequip(this);
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// }
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// Item draggedItem = draggedSlot.Item; // remember temporary currently dragged item
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// draggedSlot.Item = dropItemSlot.Item;
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// dropItemSlot.Item = draggedItem;
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// // update items position in chest slots
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// // - after close paned - items dont reset its positions
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// _inventory.GetComponent<InventoryManager>().SetItemOnPosition(draggedSlot.Number, draggedSlot.Item);
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// _inventory.GetComponent<InventoryManager>().SetItemOnPosition(dropItemSlot.Number, dropItemSlot.Item);
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// }
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// }
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}
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