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Question by kipperorrell8 · Jul 07, 2019 at 06:09 AM · c#arrayinventory

How to reference UI Panels, in an array for x and y?

So my inventory is made up of 8*6 panels. i turn this into an GameObject Array, but i need my inventory shapes to read state the pannels in a kind of X and Y, this is so that the items can = somthing like x=2 and y=3 and that will spread my image over 6 panel as described. i have a basic inventory working where an item drags to one slot but i cannot work this out for the life of me any ideas?

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avatar image kipperorrell8 · Jul 05, 2019 at 10:16 PM 0
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this is what my inventory looks like

using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.UI;

[System.Serializable] public class InventoryIndex : $$anonymous$$onoBehaviour { [SerializeField] public GameObject[] Guns; [SerializeField] public GameObject[] meleeWeapons; [SerializeField] public GameObject[] Items; [SerializeField] public Texture2D[] Icons; [SerializeField] public GameObject[] Slots; [SerializeField] public Drop$$anonymous$$e[] InentorySlots; private Image SlotsImage; public static int SlotSelecton = 0; public int slotWidth = 8; public int slotHeight = 6; int TotalSlots;

 // Start is called before the first frame update
 void Awake()
 {
     InentorySlots = GetComponent<Drop$$anonymous$$e[]>();
     //for(int i = 0; i < Slots.Length)
     for ( int TotalSlots = 0; TotalSlots < Slots.Length; TotalSlots++)
     {
         Debug.Log("TotalSlots" + TotalSlots);

     }
     for (int TotalIcons = 0; TotalIcons < Icons.Length; TotalIcons++)
     {
         Debug.Log("TotalIcon" + TotalIcons);
     }      
 }
 // Update is called once per frame
 void Update()
 {
     SlotsImage = Slots[TotalSlots].GetComponent<Image>();
     if (SlotsImage.sprite.name == "Hammer")
     {
         Debug.Log("Hammer");
     }   
 }

}

avatar image kipperorrell8 · Jul 07, 2019 at 06:11 AM 0
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this is the code that draws the image into the ui slot,

using UnityEngine; using UnityEngine.EventSystems; using UnityEngine.UI;

[RequireComponent(typeof(Image))] public class Drag$$anonymous$$e : $$anonymous$$onoBehaviour, IBeginDragHandler, IDragHandler, IEndDragHandler { public bool dragOnSurfaces = true;

 private Dictionary<int,GameObject> m_DraggingIcons = new Dictionary<int, GameObject>();
 private Dictionary<int, RectTransform> m_DraggingPlanes = new Dictionary<int, RectTransform>();

 public void OnBeginDrag(PointerEventData eventData)
 {
     var canvas = FindInParents<Canvas>(gameObject);
     if (canvas == null)
         return;

     // We have clicked something that can be dragged.
     // What we want to do is create an icon for this.
     m_DraggingIcons[eventData.pointerId] = new GameObject("icon");

     m_DraggingIcons[eventData.pointerId].transform.SetParent (canvas.transform, false);
     m_DraggingIcons[eventData.pointerId].transform.SetAsLastSibling();
     
     var image = m_DraggingIcons[eventData.pointerId].AddComponent<Image>();
     // The icon will be under the cursor.
     // We want it to be ignored by the event system.
     var group = m_DraggingIcons[eventData.pointerId].AddComponent<CanvasGroup>();
     group.blocksRaycasts = false;

     image.sprite = GetComponent<Image>().sprite;
     image.SetNativeSize();
     
     if (dragOnSurfaces)
         m_DraggingPlanes[eventData.pointerId] = transform as RectTransform;
     else
         m_DraggingPlanes[eventData.pointerId]  = canvas.transform as RectTransform;
     
     SetDraggedPosition(eventData);
 }

 public void OnDrag(PointerEventData eventData)
 {
     if (m_DraggingIcons[eventData.pointerId] != null)
         SetDraggedPosition(eventData);
 }

 private void SetDraggedPosition(PointerEventData eventData)
 {
     if (dragOnSurfaces && eventData.pointerEnter != null && eventData.pointerEnter.transform as RectTransform != null)
         m_DraggingPlanes[eventData.pointerId] = eventData.pointerEnter.transform as RectTransform;
     
     var rt = m_DraggingIcons[eventData.pointerId].GetComponent<RectTransform>();
     Vector3 global$$anonymous$$ousePos;
     if (RectTransformUtility.ScreenPointToWorldPointInRectangle(m_DraggingPlanes[eventData.pointerId], eventData.position, eventData.pressEventCamera, out global$$anonymous$$ousePos))
     {
         rt.position = global$$anonymous$$ousePos;
         rt.rotation = m_DraggingPlanes[eventData.pointerId].rotation;
     }
 }

 public void OnEndDrag(PointerEventData eventData)
 {
     if (m_DraggingIcons[eventData.pointerId] != null)
         Destroy(m_DraggingIcons[eventData.pointerId]);

     m_DraggingIcons[eventData.pointerId] = null;
 }

 static public T FindInParents<T>(GameObject go) where T : Component
 {
     if (go == null) return null;
     var comp = go.GetComponent<T>();

     if (comp != null)
         return comp;
     
     var t = go.transform.parent;
     while (t != null && comp == null)
     {
         comp = t.gameObject.GetComponent<T>();
         t = t.parent;
     }
     return comp;
 }

}

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