using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.EventSystems;
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using TMPro;
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public class BagItem : LogicElementHolder
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{
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#region Inspector Elements
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[SerializeField]
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private LogicElementUI LogicElementPrefab;
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[SerializeField]
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private Transform LogicElementLocation;
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#endregion Inspector Elements
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#region Private Variables
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private int Count;
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protected Inventory.Data InventoryData;
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private TextMeshProUGUI CountText;
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#endregion Private Variables
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#region Class Functionality
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public void Initialise(Inventory.Data data)
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{
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InventoryData = data;
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if (CountText == null)
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CountText = GetComponentInChildren<TextMeshProUGUI>();
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Count = data.Count;
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LogicElementUI logicElement = Instantiate(LogicElementPrefab.gameObject, LogicElementLocation).GetComponent<LogicElementUI>();
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logicElement.Initialise(data.element, this);
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UpdateUI();
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}
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public void UpdateUI()
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{
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if (!InventoryData.infinit)
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CountText.text = Count.ToString();
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else
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CountText.text = "∞";
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}
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#endregion Class Functionality
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#region LogicElementHolder Implementation
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/// <summary>
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/// When a logicElement needs to be added back to this holder
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/// </summary>
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/// <param name="element">Element which is being Added</param>
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public override void OnAdd(LogicElementUI element)
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{
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Destroy(element.gameObject);
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if (!InventoryData.infinit)
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Count++;
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UpdateUI();
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}
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/// <summary>
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/// When a LogicElement has started being dragged from this holder
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/// </summary>
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/// <param name="element">Element which is being dragged</param>
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public override void OnRemove(LogicElementUI element)
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{
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if (!InventoryData.infinit && Count > 0)
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Count--;
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else if (!InventoryData.infinit)
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Destroy(element.gameObject);
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LogicElementUI logicElement = Instantiate(LogicElementPrefab.gameObject, LogicElementLocation).GetComponent<LogicElementUI>();
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logicElement.Initialise(InventoryData.element, this);
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UpdateUI();
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}
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#endregion LogicElementHolder Implementation
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}
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