evershade/Assets/Scripts/UI/InventoryUIController.cs

69 lines
1.9 KiB
C#

using System.Collections.Generic;
using Components.UI;
using Managers;
using Managers.Item;
using UnityEngine;
using Utils;
// InventoryUI.cs
public class InventoryUIController : MonoBehaviour
{
public Transform itemParent;
public PlayerManager playerManager;
public InventoryManager inventoryManager;
private readonly Dictionary<int, GameObject> _slots = new();
private void Awake()
{
inventoryManager = playerManager.GetInventoryManager();
}
private void Start()
{
GameLogger.Log("InventoryUI Start");
if (itemParent == null) GameLogger.LogWarning("ItemParent is null! Can not attach");
UpdateUI();
}
public void ListChildren(GameObject parent)
{
foreach (Transform child in parent.transform) GameLogger.Log("Child: " + child.name);
}
public void UpdateUI()
{
var inventoryManager = playerManager.GetInventoryManager();
// Clear existing slots
_slots.Clear();
// Get values from inventory and redraw the inventory slots based on that.
// Delete existing children if any.
foreach (Transform child in itemParent) Destroy(child.gameObject);
if (inventoryManager.Slots.Count == 0)
inventoryManager.Initialize(playerManager.GetPlayerData());
var slotPrefab = PrefabManager.Instance.GetSlotPrefab();
var itemPrefab = PrefabManager.Instance.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);
}
GameLogger.Log("Finished adding items to slots");
}
}