using UnityEngine;
using System.Collections;
using UnityEngine.UI;
using System.Collections.Generic;
[System.Serializable]
public class Item
{
public string itemName;
public Sprite icon;
public float price = 1;
}
public class ShopScrollList : MonoBehaviour {
public List<Item> itemList;
public Transform contentPanel;
public ShopScrollList otherShop;
public Text myGoldDisplay;
public SimpleObjectPool buttonObjectPool;
public float gold = 20f;
// Use this for initialization
void Start ()
{
RefreshDisplay ();
}
void RefreshDisplay()
{
myGoldDisplay.text = "Gold: " + gold.ToString ();
RemoveButtons ();
AddButtons ();
}
private void RemoveButtons()
{
while (contentPanel.childCount > 0)
{
GameObject toRemove = transform.GetChild(0).gameObject;
buttonObjectPool.ReturnObject(toRemove);
}
}
private void AddButtons()
{
for (int i = 0; i < itemList.Count; i++)
{
Item item = itemList[i];
GameObject newButton = buttonObjectPool.GetObject();
newButton.transform.SetParent(contentPanel);
SampleButton sampleButton = newButton.GetComponent<SampleButton>();
sampleButton.Setup(item, this);
}
}
public void TryTransferItemToOtherShop(Item item)
{
if (otherShop.gold >= item.price)
{
gold += item.price;
otherShop.gold -= item.price;
AddItem(item, otherShop);
RemoveItem(item, this);
RefreshDisplay();
otherShop.RefreshDisplay();
Debug.Log ("enough gold");
}
Debug.Log ("attempted");
}
void AddItem(Item itemToAdd, ShopScrollList shopList)
{
shopList.itemList.Add (itemToAdd);
}
private void RemoveItem(Item itemToRemove, ShopScrollList shopList)
{
for (int i = shopList.itemList.Count - 1; i >= 0; i--)
{
if (shopList.itemList[i] == itemToRemove)
{
shopList.itemList.RemoveAt(i);
}
}
}
}
using UnityEngine;
using System.Collections.Generic;
// A very simple object pooling class
public class SimpleObjectPool : MonoBehaviour
{
// the prefab that this object pool returns instances of
public GameObject prefab;
// collection of currently inactive instances of the prefab
private Stack<GameObject> inactiveInstances = new Stack<GameObject>();
// Returns an instance of the prefab
public GameObject GetObject()
{
GameObject spawnedGameObject;
// if there is an inactive instance of the prefab ready to return, return that
if (inactiveInstances.Count > 0)
{
// remove the instance from teh collection of inactive instances
spawnedGameObject = inactiveInstances.Pop();
}
// otherwise, create a new instance
else
{
spawnedGameObject = (GameObject)GameObject.Instantiate(prefab);
// add the PooledObject component to the prefab so we know it came from this pool
PooledObject pooledObject = spawnedGameObject.AddComponent<PooledObject>();
pooledObject.pool = this;
}
// put the instance in the root of the scene and enable it
spawnedGameObject.transform.SetParent(null);
spawnedGameObject.SetActive(true);
// return a reference to the instance
return spawnedGameObject;
}
// Return an instance of the prefab to the pool
public void ReturnObject(GameObject toReturn)
{
PooledObject pooledObject = toReturn.GetComponent<PooledObject>();
// if the instance came from this pool, return it to the pool
if(pooledObject != null && pooledObject.pool == this)
{
// make the instance a child of this and disable it
toReturn.transform.SetParent(transform);
toReturn.SetActive(false);
// add the instance to the collection of inactive instances
inactiveInstances.Push(toReturn);
}
// otherwise, just destroy it
else
{
Debug.LogWarning(toReturn.name + " was returned to a pool it wasn't spawned from! Destroying.");
Destroy(toReturn);
}
}
}
// a component that simply identifies the pool that a GameObject came from
public class PooledObject : MonoBehaviour
{
public SimpleObjectPool pool;
}