using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.UI; namespace Beyond { public class InventoryCategoryController : MonoBehaviour { // Start is called before the first frame update // [SerializeField] // private bEquipArea weaponsArea; // [SerializeField] // private bEquipArea othersArea; // [SerializeField] // private Image weaponImage; // private List swordsTypes = new List { bItemType.Swords }; // private List axesTypes = new List { bItemType.Axes }; // private List currentTypes = new List(); // //[SerializeField] // //private bEquipArea spellsArea; // [SerializeField] // private Image spellImage; // private bEquipArea currentlySelectedArea; // public void OpenWeaponArea() // { // weaponsArea.SetEquipmentWindow(); // weaponImage.enabled = true; // spellImage.enabled = false; // currentlySelectedArea = weaponsArea; // } // public void OpenSwordsArea() // { // weaponsArea.SetEquipmentwindowWithFilter(swordsTypes); // weaponImage.enabled = true; // spellImage.enabled = false; // currentTypes = swordsTypes; // currentlySelectedArea = weaponsArea; // } // public void OpenAxesArea() // { // weaponsArea.SetEquipmentwindowWithFilter(axesTypes); // weaponImage.enabled = false; // spellImage.enabled = true; // currentTypes = axesTypes; // currentlySelectedArea = weaponsArea; // } // public void RefreshEquipmentWindow() // { // if (currentlySelectedArea != null) // { // currentlySelectedArea.SetEquipmentwindowWithFilter(currentTypes); // } // else // { // weaponsArea.SetEquipmentwindowWithFilter(swordsTypes); // } // } // } }