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This script allows you to scroll through a list of inventory items - and select them - by clicking on dedicated "Up", "Down" and "Select" buttons, rather than clicking on the item list itself.

To use it:

  • Create a new Unity UI Canvas with a list of Buttons for each item slot, as well as separated Up, Down and Select buttons
  • Parent the item slots button to a new GameObject, and attach a Canvas Group component to the parent
  • In the Canvas Group, uncheck "Blocks Raycasts"
  • Copy/paste the code below into a new C# script named IndirectlySelectItem.cs, and attach it to the root Canvas
  • For each of the Up, Down and Select buttons, create a new OnClick event. Map this to the IndirectlySelectItem component's OnClick_Up, OnClick_Down and OnClick_Select functions respectively.
  • Make the UI Canvas a prefab
  • Create a new Menu in AC's Menu Manager, set its "Source" to "Unity UI Prefab", and assign the UI Canvas prefab as its "Linked Canvas prefab"
  • Create a new InventoryBox element, set its "Maxiumum number of slots" to match the number of item slots in the UI, and link each item slot to its corresponding UI button

IndirectlySelectItems.cs:

using UnityEngine;
using AC;

public class IndirectlySelectItems : MonoBehaviour
{

#region Variables

private int selectedIndex = -1;
private MenuInventoryBox inventoryBox;

[SerializeField] private Color normalColor = Color.white;
[SerializeField] private Color highlightColor = Color.blue;

#endregion


#region UnityStandards
private void OnEnable ()
{
if (KickStarter.playerMenus != null)
{
Menu thisMenu = KickStarter.playerMenus.GetMenuWithCanvas (GetComponent <Canvas>());
inventoryBox = thisMenu.GetElementWithName ("InventoryBox") as MenuInventoryBox;
SetSelectedIndex (0);
}
}


private void OnGUI ()
{
GUILayout.BeginVertical ("Button");
GUILayout.Label (selectedIndex.ToString ());
GUILayout.EndVertical ();
}

#endregion


#region PublicFunctions

public void OnClick_Select ()
{
InvItem selectedItem = inventoryBox.GetItem (selectedIndex);
if (selectedItem != null)
{
selectedItem.RunUseInteraction ();
}
}


public void OnClick_Up ()
{
int newSelectedIndex = selectedIndex - 1;
if (newSelectedIndex < 0)
{
newSelectedIndex = 0;
inventoryBox.Shift (AC_ShiftInventory.ShiftPrevious, 1);
}
SetSelectedIndex (newSelectedIndex);
}


public void OnClick_Down ()
{
int newSelectedIndex = selectedIndex + 1;;
if (newSelectedIndex >= inventoryBox.GetNumSlots ())
{
newSelectedIndex = inventoryBox.GetNumSlots () - 1;
inventoryBox.Shift (AC_ShiftInventory.ShiftNext, 1);
}
SetSelectedIndex (newSelectedIndex);
}

#endregion


#region PrivateFunctions

private void SetSelectedIndex (int value)
{
if (selectedIndex != value)
{
if (selectedIndex >= 0 && selectedIndex < inventoryBox.GetNumSlots ())
{
inventoryBox.uiSlots[selectedIndex].SetColour (normalColor);
}
if (value >= 0 && value < inventoryBox.GetNumSlots ())
{
inventoryBox.uiSlots[value].SetColour (highlightColor);;
}

selectedIndex = value;
}
}

#endregion

}
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