evershade/Assets/Scripts/Controllers/InventoryUIController.cs

61 lines
1.7 KiB
C#

using System.Collections.Generic;
using Managers;
using UnityEngine;
// InventoryUI.cs
public class InventoryUIController : MonoBehaviour
{
public Transform itemParent;
public InventoryManager inventoryManager;
public PrefabManager prefabManager;
private readonly Dictionary<int, GameObject> _slots = new();
private void Start()
{
Debug.Log("InventoryUI Start");
if (itemParent == null)
{
Debug.LogWarning("ItemParent is null! Can not attach");
return;
}
// Delete existing children if any.
foreach (Transform child in itemParent) Destroy(child.gameObject);
if (inventoryManager.Slots.Count == 0)
inventoryManager.InitializeInventory(PlayerManager.Instance.playerData);
var slotPrefab = prefabManager.GetSlotPrefab();
var itemPrefab = prefabManager.GetItemPrefab();
foreach (var inventorySlot in inventoryManager.Slots)
{
// Draw slots to screen
var slotDisplay = Instantiate(slotPrefab, itemParent);
var i = inventorySlot.Key;
var inventorySlotComponent = slotDisplay.GetComponent<SlotComponent>();
// Add prefab to slot
inventorySlotComponent.SetSlotDetails(inventorySlot.Value);
_slots.Add(i, slotDisplay);
}
Debug.Log("Finished adding items to slots");
}
public void ListChildren(GameObject parent)
{
foreach (Transform child in parent.transform) Debug.Log("Child: " + child.name);
}
public void UpdateUI()
{
// Get values from inventory and redraw the inventory slots based on that.
}
}