90 lines
2.7 KiB
C#
90 lines
2.7 KiB
C#
using System.Collections.Generic;
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using UnityEngine;
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// InventoryUI.cs
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public class InventoryUIController : MonoBehaviour
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{
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public InventoryManager inventoryManager;
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public Transform itemParent;
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public GameObject itemSlotPrefab;
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public GameObject inventoryItemPrefab;
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public readonly Dictionary<int, GameObject> DisplayedSlots = new();
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private void Start()
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{
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Debug.Log("InventoryUI Start");
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if (itemParent == null)
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{
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Debug.LogWarning("ItemParent is null! Can not attach");
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return;
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}
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// Delete existing children if any.
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foreach (Transform child in itemParent) Destroy(child.gameObject);
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if (inventoryManager.inventorySlots.Count == 0)
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inventoryManager.InitializeInventory();
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foreach (var inventorySlot in inventoryManager.inventorySlots)
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{
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// Draw slots to screen
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var slotDisplay = Instantiate(itemSlotPrefab, itemParent);
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var i = inventorySlot.slotId;
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// Add prefab to slot
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slotDisplay.GetComponent<InventorySlotDisplayController>().SetInventoryItemPrefab(inventoryItemPrefab);
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slotDisplay.GetComponent<InventorySlotDisplayController>().SetSlotDetails(inventorySlot);
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DisplayedSlots.Add(i, slotDisplay);
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// GenerateInventorySlotDisplay(inventorySlot);
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}
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// Debug.Log("Adding item to slot:" + item.GetItemName());
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Debug.Log("Finished adding items to slots");
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}
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private void AddItemToSlot(GameItem gameItem, int id)
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{
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/*Debug.Log(item);
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Debug.Log(item.itemName);
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ListChildren(slot);
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var itemNameText = slot.GetComponentInChildren<TextMeshProUGUI>();
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if (itemNameText != null)
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itemNameText.text = item.itemName;
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else
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Debug.LogWarning("ItemName Text component not found in slot: " + slot);
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// slot.GetComponentInChildren<Text>().text = item.itemName;
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var iconTransform = slot.transform.Find("Icon");
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if (iconTransform != null)
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{
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var iconImage = iconTransform.GetComponent<Image>();
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if (iconImage != null)
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iconImage.sprite = item.icon;
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else
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Debug.LogWarning("Image component not found on Icon child: " + slot);
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}
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else
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{
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Debug.LogWarning("Icon child not found in slot: " + slot);
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}*/
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}
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public void ListChildren(GameObject parent)
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{
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foreach (Transform child in parent.transform) Debug.Log("Child: " + child.name);
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}
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public void UpdateUI()
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{
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// Get values from inventory and redraw the inventory slots based on that.
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}
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} |