Files
beyond/Assets/Scripts/UI/InventoryCategoryController.cs
2024-11-20 15:21:28 +01:00

71 lines
2.3 KiB
C#

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<bItemType> swordsTypes = new List<bItemType> { bItemType.Swords };
// private List<bItemType> axesTypes = new List<bItemType> { bItemType.Axes };
// private List<bItemType> currentTypes = new List<bItemType>();
// //[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);
// }
// }
//
}
}