using UnityEngine.UI; namespace Beyond { public class bEquipmentDisplay : bItemSlot { public Text slotIdentifier; public InputField.OnChangeEvent onChangeIdentifier; public UnityEngine.Events.UnityEvent onSelect, onDeselect; public bool hasItem; public UnityEngine.Events.UnityEvent onSetLockToEquip, onUnlockToEquip; public void SetLockToEquip(bool value) { if (value) onSetLockToEquip.Invoke(); else onUnlockToEquip.Invoke(); } public void ItemIdentifier(int identifier = 0, bool showIdentifier = false) { if (!slotIdentifier) return; if (showIdentifier) { if (slotIdentifier) slotIdentifier.text = identifier.ToString(); onChangeIdentifier.Invoke(identifier.ToString()); } else { if (slotIdentifier) slotIdentifier.text = string.Empty; onChangeIdentifier.Invoke(string.Empty); } } public override void AddItem(bItem item) { base.AddItem(item); hasItem = item != null; } } }