evershade/Assets/Scripts/Controllers/BoxUIController.cs

73 lines
2.0 KiB
C#

using System.Collections.Generic;
using UnityEngine;
// InventoryUI.cs
public class BoxUIController : MonoBehaviour
{
public Transform itemParent;
private readonly Dictionary<int, GameObject> _slots = new();
private void Start()
{
Debug.Log("BoxUI Start");
if (itemParent == null)
{
Debug.LogWarning("ItemParent is null! Can not attach");
return;
}
BoxManager.Instance.OnActiveBoxChanged += UpdateUI;
// Delete existing children if any.
foreach (Transform child in itemParent) Destroy(child.gameObject);
if (BoxManager.Instance.ActiveBox == null)
return;
if (BoxManager.Instance.ActiveBox.Slots.Count == 0)
BoxManager.Instance.Initialize();
UpdateUI(BoxManager.Instance.ActiveBox);
Debug.Log("Finished adding items to toolbar slots");
}
public void ListChildren(GameObject parent)
{
foreach (Transform child in parent.transform) Debug.Log("Child: " + child.name);
}
public void UpdateUI(Box box)
{
// clear all exisitings slots
Debug.Log("Updating UI displaying box: " + box.boxId + " / " + box.name);
_slots.Clear();
foreach (Transform child in itemParent) Destroy(child.gameObject);
// Get values from inventory and redraw the inventory slots based on that.
var slotPrefab = PrefabManager.Instance.GetSlotPrefab();
// var itemPrefab = prefabManager.GetItemPrefab();
foreach (var slot in box.Slots)
{
// Draw slots to screen
var slotDisplay = Instantiate(slotPrefab, itemParent);
slotDisplay.transform.localScale = new Vector3((float)0.5, (float)0.5, (float)0.5);
var i = slot.Key;
var slotComponent = slotDisplay.GetComponent<SlotComponent>();
// Add prefab to slot
slotComponent.SetSlotDetails(slot.Value);
_slots.Add(i, slotDisplay);
}
}
}