100 lines
2.4 KiB
C#
100 lines
2.4 KiB
C#
using System;
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using System.Collections.Generic;
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using UnityEngine;
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[Serializable]
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public class InventoryUIManager : UIWarehouseManager
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{
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public static new InventoryUIManager Instance { get; protected set; }
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public override int SLOTS_NUMBER { get { return 42; } }
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public const string ITEM_LOCALIZATION = "UiPanels/";
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public const string PANEL_NAME = "InventoryPanel";
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public override void Awake()
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{
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if (Instance == null)
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{
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Instance = this;
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}
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else
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{
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Debug.Log(Instance);
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Debug.Log("destroiy inventory UI");
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Destroy(gameObject);
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}
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}
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/* public override void UpdateList()
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{
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// TODO something like rebuild associated panel content
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// depending on which class we use it mayu be Inventory / Chest / Shop Panel Controller
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DynamicPanel.GetComponent<InventoryPanelController>(); //.Refresh() -- rebuild content
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}*/
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public override void SetupPanel()
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{
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base.SetupPanel();
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// setup models list
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DynamicPanel.GetComponent<InventoryPanelController>().SetUp(Elements);
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}
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public override void UpdateList()
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{
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// condition for situation where eg player want to pick up item when inventory / equipment is closed
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if(DynamicPanel)
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DynamicPanel.GetComponent<InventoryPanelController>().BuildPanelContent(Elements);
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}
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protected override GameObject GetTemplatePanel()
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{
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// Resources = default path - Asset/Resources ... .obj
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return Resources.Load(ITEM_LOCALIZATION + PANEL_NAME) as GameObject;
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}
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#region List API
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public override void RemoveByPosition(int keyPosition)
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{
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base.RemoveByPosition(keyPosition);
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UpdateList();
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}
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public override int RemoveByItemId(int itemId)
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{
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var result = base.RemoveByItemId(itemId);
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UpdateList();
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return result;
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}
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public override int RemoveOneByItemName(string itemName)
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{
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var result = base.RemoveOneByItemName(itemName);
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UpdateList();
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return result;
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}
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public override int RemoveByItemName(string itemName)
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{
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var result = base.RemoveByItemName(itemName);
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UpdateList();
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return result;
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}
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public override void RemoveAll()
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{
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Elements.Clear();
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UpdateList();
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}
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#endregion
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} |