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Question by ibouchallikht · Dec 19, 2020 at 04:28 AM · keyselectslotnext

Select next slot with keybutton

Hi all,

I got stuck with a issue.

For my game, I want to make my game work properly on a ps4 controller.

I have 4 slots for the player to carry weapons or items.

What I try to do is, whenever the player presses the "PS4_R1" button, it should select the next slot and with the "PS4_L1" button the previous one.

When the last slot is selected and the player presses "PS4_R1" again, it should select the first slot again and vice versa for the "PS4_L1" button.

I hope you guys understand my issue and hope someone can help me out.

My thanks is great!!

 public class ControlAreaByInputNew : vMonoBehaviour
     {
         public List<SlotsSelector> slotsSelectors;
         public vEquipArea equipArea;
         public vInventory inventory;
 
         public delegate void OnSelectSlot(int indexOfSlot);
         public event OnSelectSlot onSelectSlot;
 
         void Start()
         {
             inventory = GetComponentInParent<vInventory>();
 
             for (int i = 0; i < slotsSelectors.Count; i++)
             {
                 onSelectSlot += slotsSelectors[i].Select;
             }
 
             onSelectSlot?.Invoke(0);
         }
 
         void Update()
         {
             if (!inventory || !equipArea || inventory.lockInventoryInput) return;
 
             for (int i = 0; i < slotsSelectors.Count; i++)
             {
                 if (slotsSelectors[i].input.GetButtonDown() && (inventory && !inventory.IsLocked() && !inventory.isOpen && inventory.canEquip))
                 {
                     if (slotsSelectors[i].indexOfSlot < equipArea.equipSlots.Count && slotsSelectors[i].indexOfSlot >= 0)
                     {
                         equipArea.SetEquipSlot(slotsSelectors[i].indexOfSlot);
                         onSelectSlot?.Invoke(slotsSelectors[i].indexOfSlot);
                     }
                 }
 
                 if (slotsSelectors[i].equipDisplay != null && slotsSelectors[i].indexOfSlot < equipArea.equipSlots.Count && slotsSelectors[i].indexOfSlot >= 0)
                 {
                     if (equipArea.equipSlots[slotsSelectors[i].indexOfSlot].item != slotsSelectors[i].equipDisplay.item)
                     {
                         slotsSelectors[i].equipDisplay.AddItem(equipArea.equipSlots[slotsSelectors[i].indexOfSlot].item);
                     }
                     else if (equipArea.equipSlots[slotsSelectors[i].indexOfSlot].item == null && slotsSelectors[i].equipDisplay.hasItem)
                     {
                         slotsSelectors[i].equipDisplay.RemoveItem();
                     }
                 }
             }
         }
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