Now that we have our HUD design up and running, we will need to integrate the UI elements with the actual code that will be deriving them. There are a few scripts that will be created to support the new UI features and a few that will be updated to glue everything together.
The following scripts have been created: ActiveInventoryItemUi.cs
, ActiveSpecialItemUi.cs
, and HudElementUi.cs
.
The listing of these scripts is as follows:
using UnityEngine.EventSystems; namespace com.noorcon.rpg2e { public class ActiveSpecialItemUi : EventTrigger { public override void OnPointerClick(PointerEventData data) { InventoryItem iia = gameObject.GetComponent<ActiveInventoryItemUi>().item; switch (iia.Category) { case BaseItem.ItemCatrgory.Health: { // add the item to the special items panel GameMaster.instance.Ui.ApplySpecialInventoryItem(iia); Destroy(gameObject); break; } case BaseItem.ItemCatrgory.Potion: { break; } } } } } using UnityEngine; using UnityEngine.UI; namespace com.noorcon...