projectEli/Assets/Inventory System/Scripts/UI/LimitStackItemManager.cs

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2.5 KiB
C#
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using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using TMPro;
namespace SimpleInventorySystem
{
public class LimitStackItemManager : MonoBehaviour
{
//public int StackItemLimit = 0;
//public int Count { get; private set; }
public LimitStackSlot[] limitStackSlots;
public bool combinedLimit = true;
//public TextMeshProUGUI capacityText;
public ItemUI itemUI;
public SlotUI slot;
private void Awake()
{
foreach (LimitStackSlot ls in limitStackSlots)
{
ls.limitStackItemManager = this;
}
//slot = GetComponent<SlotUI>();
//itemUI.limitStackItemCapacity.SetRenderItemUIPropertyValue();
}
public void SetStackSlotLimit(ItemUI item)
{
if(item == null)
{
Debug.LogWarning("LimitStackSlotManager: SetStackSlotLimit(ItemUI item): The passed item should not be null.");
return;
}
itemUI = item;
//StackItemLimit = item.limitStackItemCapacity.Capacity;
//Debug.Log($"StackSlotLimit: {StackItemLimit}");
//itemUI.limitStackItemCapacity.SetRenderItemUIPropertyValue();
}
public void UnsetStackSlotLimit()
{
//StackItemLimit = 0;
//Count = 0;
//itemUI.limitStackItemCapacity.SetRenderItemUIPropertyValue();
itemUI = null;
}
// Start is called before the first frame update
void Start()
{
foreach (LimitStackSlot ls in limitStackSlots)
{
ls.limitStackItemManager = this;
}
slot.limitStackItemManager = this;
}
// Update is called once per frame
void Update()
{
}
public void Increment(ItemUI attachedItem)
{
if(itemUI != null)
{
itemUI.IncreaseCapacityCount(attachedItem);
}
}
public void Decrement(ItemUI attachedItem)
{
if (itemUI != null)
{
itemUI.DecreaseCapacityCount(attachedItem);
}
}
/*private LimitStackSlot GetLimitStackSlot(ItemUI item)
{
foreach (LimitStackSlot ls in limitStackSlots)
{
if(item == ls.itemUI)
{
return ls;
}
}
return null;
}*/
}
}