How to reference UI Panels, in an array for x and y?
So my inventory is made up of 8*6 panels. i turn this into an GameObject Array, but i need my inventory shapes to read state the pannels in a kind of X and Y, this is so that the items can = somthing like x=2 and y=3 and that will spread my image over 6 panel as described. i have a basic inventory working where an item drags to one slot but i cannot work this out for the life of me any ideas?
this is what my inventory looks like
using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.UI;
[System.Serializable] public class InventoryIndex : $$anonymous$$onoBehaviour { [SerializeField] public GameObject[] Guns; [SerializeField] public GameObject[] meleeWeapons; [SerializeField] public GameObject[] Items; [SerializeField] public Texture2D[] Icons; [SerializeField] public GameObject[] Slots; [SerializeField] public Drop$$anonymous$$e[] InentorySlots; private Image SlotsImage; public static int SlotSelecton = 0; public int slotWidth = 8; public int slotHeight = 6; int TotalSlots;
// Start is called before the first frame update
void Awake()
{
InentorySlots = GetComponent<Drop$$anonymous$$e[]>();
//for(int i = 0; i < Slots.Length)
for ( int TotalSlots = 0; TotalSlots < Slots.Length; TotalSlots++)
{
Debug.Log("TotalSlots" + TotalSlots);
}
for (int TotalIcons = 0; TotalIcons < Icons.Length; TotalIcons++)
{
Debug.Log("TotalIcon" + TotalIcons);
}
}
// Update is called once per frame
void Update()
{
SlotsImage = Slots[TotalSlots].GetComponent<Image>();
if (SlotsImage.sprite.name == "Hammer")
{
Debug.Log("Hammer");
}
}
}
this is the code that draws the image into the ui slot,
using UnityEngine; using UnityEngine.EventSystems; using UnityEngine.UI;
[RequireComponent(typeof(Image))] public class Drag$$anonymous$$e : $$anonymous$$onoBehaviour, IBeginDragHandler, IDragHandler, IEndDragHandler { public bool dragOnSurfaces = true;
private Dictionary<int,GameObject> m_DraggingIcons = new Dictionary<int, GameObject>();
private Dictionary<int, RectTransform> m_DraggingPlanes = new Dictionary<int, RectTransform>();
public void OnBeginDrag(PointerEventData eventData)
{
var canvas = FindInParents<Canvas>(gameObject);
if (canvas == null)
return;
// We have clicked something that can be dragged.
// What we want to do is create an icon for this.
m_DraggingIcons[eventData.pointerId] = new GameObject("icon");
m_DraggingIcons[eventData.pointerId].transform.SetParent (canvas.transform, false);
m_DraggingIcons[eventData.pointerId].transform.SetAsLastSibling();
var image = m_DraggingIcons[eventData.pointerId].AddComponent<Image>();
// The icon will be under the cursor.
// We want it to be ignored by the event system.
var group = m_DraggingIcons[eventData.pointerId].AddComponent<CanvasGroup>();
group.blocksRaycasts = false;
image.sprite = GetComponent<Image>().sprite;
image.SetNativeSize();
if (dragOnSurfaces)
m_DraggingPlanes[eventData.pointerId] = transform as RectTransform;
else
m_DraggingPlanes[eventData.pointerId] = canvas.transform as RectTransform;
SetDraggedPosition(eventData);
}
public void OnDrag(PointerEventData eventData)
{
if (m_DraggingIcons[eventData.pointerId] != null)
SetDraggedPosition(eventData);
}
private void SetDraggedPosition(PointerEventData eventData)
{
if (dragOnSurfaces && eventData.pointerEnter != null && eventData.pointerEnter.transform as RectTransform != null)
m_DraggingPlanes[eventData.pointerId] = eventData.pointerEnter.transform as RectTransform;
var rt = m_DraggingIcons[eventData.pointerId].GetComponent<RectTransform>();
Vector3 global$$anonymous$$ousePos;
if (RectTransformUtility.ScreenPointToWorldPointInRectangle(m_DraggingPlanes[eventData.pointerId], eventData.position, eventData.pressEventCamera, out global$$anonymous$$ousePos))
{
rt.position = global$$anonymous$$ousePos;
rt.rotation = m_DraggingPlanes[eventData.pointerId].rotation;
}
}
public void OnEndDrag(PointerEventData eventData)
{
if (m_DraggingIcons[eventData.pointerId] != null)
Destroy(m_DraggingIcons[eventData.pointerId]);
m_DraggingIcons[eventData.pointerId] = null;
}
static public T FindInParents<T>(GameObject go) where T : Component
{
if (go == null) return null;
var comp = go.GetComponent<T>();
if (comp != null)
return comp;
var t = go.transform.parent;
while (t != null && comp == null)
{
comp = t.gameObject.GetComponent<T>();
t = t.parent;
}
return comp;
}
}