2023-03-28 13:16:30 -04:00
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.UI;
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using RPGCreationKit;
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using RPGCreationKit.Player;
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using UnityEngine.EventSystems;
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using UnityEngine.InputSystem;
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using TMPro;
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namespace RPGCreationKit
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{
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2023-04-22 18:44:01 -04:00
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/// <summary>
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/// Class that manages the UI for the Inventory
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/// </summary>
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public class InventoryUI : MonoBehaviour
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{
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#region Singleton
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public static InventoryUI instance;
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private void Awake()
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{
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if (instance == null)
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instance = this;
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else
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{
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Debug.LogError("Anomaly detected with the Singleton Pattern of 'InventoryUI', are you using multple InventoryUIs?");
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Destroy(this);
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}
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}
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#endregion
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public Inventory inventory;
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public Equipment playerEquipment;
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public ItemsInListPoolManager itemsPoolManager;
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public InventoryTabs selectedTab;
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public CharacterTabs selectedCharacterTab;
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[Header("UI Elements")]
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public GameObject UI;
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public Transform scrollView;
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public TextMeshProUGUI CatLabel;
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public DropItemsPanel dropItemsPanel;
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public Text currentWeightText;
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public Text maxWeightText;
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public Text ArmorRatingText;
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public Text GoldsText;
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[HideInInspector] public bool isOpen = false;
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[SerializeField] private Transform inventoryItemsContent;
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public bool dropKeyBeingHeld;
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public void INPUT_DropKeyKeyboardOnly(InputAction.CallbackContext value)
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{
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if (value.started)
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dropKeyBeingHeld = true;
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else if (value.canceled)
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dropKeyBeingHeld = false;
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}
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// Use this for initialization
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void Start()
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{
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/// Grab the PlayerInventory
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if (Inventory.PlayerInventory)
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inventory = Inventory.PlayerInventory;
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else
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Debug.LogError("Could not retrieve the Player Inventory from the Singleton pattern, are you missing 'Inventory' component on the Player GameObject?");
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playerEquipment = Equipment.PlayerEquipment;
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}
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// Update is called once per frame
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void Update() {
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if (RckPlayer.instance.input.currentActionMap.name == "Player" || RckPlayer.instance.input.currentActionMap.name == "InventoryUI") {
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if (RckPlayer.instance.input.currentActionMap.FindAction("OpenCloseInventory").triggered &&
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!QuestManagerUI.instance.isUIopened && !RckPlayer.instance.isInConversation && !TradeSystemUI.instance.isOpen &&
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!RckPlayer.instance.isInteracting && !RckPlayer.instance.isReadingBook && !RckPlayer.instance.isLooting &&
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!TutorialAlertMessage.instance.messageOpened && !RckPlayer.instance.isPickingLock) {
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OpenClose();
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}
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}
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}
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public void OpenClose() {
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if (RckPlayer.instance.isReadingBook || RckPlayer.instance.isPickingLock) {
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return;
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}
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RckPlayer.instance.EnableDisableControls(UI.activeInHierarchy);
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if (!UI.activeInHierarchy) {
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// Open
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isOpen = true;
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InventoryUI.instance.itemsPoolManager.PopulateAll();
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UpdateStatsUI();
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ShowTabItems();
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PlayerInInventory.instance.ShowHideCharacter(true);
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RckPlayer.instance.input.SwitchCurrentActionMap("InventoryUI");
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}
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else
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{
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// Close
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dropItemsPanel.CancelButton();
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isOpen = false;
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InventoryUI.instance.itemsPoolManager.ResetPools();
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PlayerInInventory.instance.ShowHideCharacter(false);
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RckPlayer.instance.input.SwitchCurrentActionMap("Player");
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}
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UI.SetActive(!UI.activeInHierarchy);
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}
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public void ChangeTab(InventoryTabs tab)
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{
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selectedTab = tab;
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/// Show Tab
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ShowTabItems();
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}
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public void ChangeCharacterTab(int tab)
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{
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selectedCharacterTab = (CharacterTabs)tab;
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}
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public void ShowTabItems()
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{
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switch(selectedTab)
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{
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case InventoryTabs.All:
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itemsPoolManager.ShowAll();
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CatLabel.text = "Everything";
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break;
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case InventoryTabs.Armors:
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itemsPoolManager.ArmorsTab();
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CatLabel.text = "Armor";
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break;
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case InventoryTabs.Keys:
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itemsPoolManager.KeysTab();
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CatLabel.text = "Keys";
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break;
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case InventoryTabs.MiscItems:
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itemsPoolManager.MiscTab();
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CatLabel.text = "Misc";
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break;
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case InventoryTabs.Weapons:
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itemsPoolManager.WeaponsTab();
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CatLabel.text = "Weapons";
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break;
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case InventoryTabs.Ammos:
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itemsPoolManager.AmmoTab();
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CatLabel.text = "Ammo";
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break;
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case InventoryTabs.Books:
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itemsPoolManager.BookTab();
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CatLabel.text = "Books";
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break;
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case InventoryTabs.Consumables:
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itemsPoolManager.ConsumableTab();
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CatLabel.text = "Consumables";
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break;
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}
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SelectFirstButton();
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}
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public void SelectFirstButton()
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{
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if (!RckInput.isUsingGamepad)
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return;
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StartCoroutine(SelectFirstButtonC());
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}
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public GameObject grabbed;
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public void MoveSafe(MoveDirection direction)
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{
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AxisEventData data = new AxisEventData(EventSystem.current)
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{
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moveDir = direction,
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selectedObject = EventSystem.current.currentSelectedGameObject
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};
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ExecuteEvents.Execute(data.selectedObject, data, ExecuteEvents.moveHandler);
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grabbed = EventSystem.current.currentSelectedGameObject;
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// Revert
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if (data.moveDir == MoveDirection.Up)
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data.moveDir = MoveDirection.Down;
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else if (data.moveDir == MoveDirection.Down)
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data.moveDir = MoveDirection.Up;
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data.selectedObject = EventSystem.current.currentSelectedGameObject;
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ExecuteEvents.Execute(data.selectedObject, data, ExecuteEvents.moveHandler);
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StartCoroutine(SelectNextButtonC(grabbed));
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}
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public void SelectNextButton(bool calledFromDropPanel = false)
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{
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if (!RckInput.isUsingGamepad)
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return;
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if (UINavigationHelper.CanNavigateDown())
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MoveSafe(MoveDirection.Down);
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else if (UINavigationHelper.CanNavigateUp())
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MoveSafe(MoveDirection.Up);
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else
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StartCoroutine(SelectFirstButtonC());
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}
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private IEnumerator SelectFirstButtonC()
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{
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yield return new WaitForEndOfFrame();
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EventSystem.current.SetSelectedGameObject(null);
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var a = inventoryItemsContent.GetComponentInChildren<Button>();
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if (a != null)
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EventSystem.current.SetSelectedGameObject(a.gameObject, null);
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}
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private IEnumerator SelectNextButtonC(GameObject go)
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{
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yield return new WaitForEndOfFrame();
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EventSystem.current.SetSelectedGameObject(null);
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EventSystem.current.SetSelectedGameObject(go);
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}
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public void UpdateStatsUI()
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{
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ArmorRatingText.text = ((int)playerEquipment.ArmorRate).ToString();
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currentWeightText.text = ((int)inventory.CurTotalWeight).ToString();
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GoldsText.text = (inventory.GetItemCount("Gold001").ToString());
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}
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public void UpdateAllItems()
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{
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for (int i = 0; i < itemsPoolManager.AmmosPool.usedObjects.Count; i++)
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itemsPoolManager.AmmosPool.usedObjects[i].UpdateItem();
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for (int i = 0; i < itemsPoolManager.ArmorsPool.usedObjects.Count; i++)
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itemsPoolManager.ArmorsPool.usedObjects[i].UpdateItem();
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for (int i = 0; i < itemsPoolManager.WeaponsPool.usedObjects.Count; i++)
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itemsPoolManager.WeaponsPool.usedObjects[i].UpdateItem();
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}
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}
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2023-03-28 13:16:30 -04:00
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}
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