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59 行
1.5 KiB
59 行
1.5 KiB
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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public class InventoryTypeTabsFiller : MonoBehaviour
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{
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[SerializeField]
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private List<InventoryTypeTabFiller> instantiatedGameObjects;
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public void FillTabs(List<InventoryTabType> typesList, InventoryTabType selectedType, TabEventChannelSo changeTabEvent)
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{
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if (instantiatedGameObjects == null)
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instantiatedGameObjects = new List<InventoryTypeTabFiller>();
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if (gameObject.GetComponent<VerticalLayoutGroup>() != null)
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gameObject.GetComponent<VerticalLayoutGroup>().enabled = true;
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int maxCount = Mathf.Max(typesList.Count, instantiatedGameObjects.Count);
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for (int i = 0; i < maxCount; i++)
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{
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if (i < typesList.Count)
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{
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if (i >= instantiatedGameObjects.Count)
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{
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Debug.Log("Maximum tabs reached");
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}
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bool isSelected = typesList[i] == selectedType;
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//fill
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instantiatedGameObjects[i].fillTab(typesList[i], isSelected, changeTabEvent);
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instantiatedGameObjects[i].gameObject.SetActive(true);
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}
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else if (i < instantiatedGameObjects.Count)
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{
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//Desactive
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instantiatedGameObjects[i].gameObject.SetActive(false);
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}
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}
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StartCoroutine(waitBeforeDesactiveLayout());
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}
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IEnumerator waitBeforeDesactiveLayout()
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{
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yield return new WaitForSeconds(1);
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//disable layout group after layout calculation
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if (gameObject.GetComponent<VerticalLayoutGroup>() != null)
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gameObject.GetComponent<VerticalLayoutGroup>().enabled = false;
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}
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}
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