Repository URL to install this package:
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        Version: 
           
    
          2025.1.8  ▾
        
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/*
 * Copyright 2016 Game Server Services, Inc. or its affiliates. All Rights
 * Reserved.
 *
 * Licensed under the Apache License, Version 2.0 (the "License").
 * You may not use this file except in compliance with the License.
 * A copy of the License is located at
 *
 *  http://www.apache.org/licenses/LICENSE-2.0
 *
 * or in the "license" file accompanying this file. This file is distributed
 * on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either
 * express or implied. See the License for the specific language governing
 * permissions and limitations under the License.
 */
// ReSharper disable UnusedAutoPropertyAccessor.Global
// ReSharper disable CheckNamespace
// ReSharper disable RedundantNameQualifier
// ReSharper disable RedundantAssignment
// ReSharper disable NotAccessedVariable
// ReSharper disable RedundantUsingDirective
// ReSharper disable Unity.NoNullPropagation
// ReSharper disable InconsistentNaming
#pragma warning disable CS0472
using System.Collections.Generic;
using Gs2.Unity.Gs2Inventory.ScriptableObject;
using Gs2.Unity.UiKit.Core;
using Gs2.Unity.UiKit.Gs2Inventory.Context;
using Gs2.Unity.UiKit.Gs2Inventory.Fetcher;
using UnityEngine;
using UnityEngine.Events;
namespace Gs2.Unity.UiKit.Gs2Inventory
{
    /// <summary>
    /// Main
    /// </summary>
    [AddComponentMenu("GS2 UIKit/Inventory/ItemModel/View/Gs2InventoryItemModelList")]
    public partial class Gs2InventoryItemModelList : MonoBehaviour
    {
        private List<Gs2InventoryItemModelContext> _children;
        private void OnFetched() {
            for (var i = 0; i < this._children.Count; i++) {
                if (i < this._fetcher.ItemModels.Count) {
                    this._children[i].SetItemModel(
                        ItemModel.New(
                            this._fetcher.Context.InventoryModel,
                            this._fetcher.ItemModels[i].Name
                        )
                    );
                    this._children[i].gameObject.SetActive(true);
                }
                else {
                    this._children[i].gameObject.SetActive(false);
                }
            }
        }
    }
    /// <summary>
    /// Dependent components
    /// </summary>
    public partial class Gs2InventoryItemModelList
    {
        private Gs2InventoryItemModelListFetcher _fetcher;
        private void Initialize() {
            for (var i = 0; i < this.maximumItems; i++) {
                var node = Instantiate(this.prefab, transform);
                node.ItemModel = ItemModel.New(
                    this._fetcher.Context.InventoryModel,
                    ""
                );
                node.gameObject.SetActive(false);
                this._children.Add(node);
            }
        }
        public void Awake()
        {
            if (this.prefab == null) {
                Debug.LogError($"{gameObject.GetFullPath()}: Couldn't find the Gs2InventoryItemModelContext Prefab.");
                enabled = false;
                return;
            }
            this._fetcher = GetComponent<Gs2InventoryItemModelListFetcher>() ?? GetComponentInParent<Gs2InventoryItemModelListFetcher>();
            if (this._fetcher == null) {
                Debug.LogError($"{gameObject.GetFullPath()}: Couldn't find the Gs2InventoryItemModelListFetcher.");
                enabled = false;
            }
            this._children = new List<Gs2InventoryItemModelContext>();
            this.prefab.gameObject.SetActive(false);
            Invoke(nameof(Initialize), 0);
        }
        public virtual bool HasError()
        {
            if (this.prefab == null) {
                return true;
            }
            this._fetcher = GetComponent<Gs2InventoryItemModelListFetcher>() ?? GetComponentInParent<Gs2InventoryItemModelListFetcher>(true);
            if (this._fetcher == null) {
                return true;
            }
            return false;
        }
        private UnityAction _onFetched;
        public void OnEnable()
        {
            this._onFetched = () =>
            {
                OnFetched();
            };
            this._fetcher.OnFetched.AddListener(this._onFetched);
            if (this._fetcher.Fetched) {
                OnFetched();
            }
        }
        public void OnDisable()
        {
            if (this._onFetched != null) {
                this._fetcher.OnFetched.RemoveListener(this._onFetched);
                this._onFetched = null;
            }
        }
    }
    /// <summary>
    /// Public properties
    /// </summary>
    public partial class Gs2InventoryItemModelList
    {
    }
    /// <summary>
    /// Parameters for Inspector
    /// </summary>
    public partial class Gs2InventoryItemModelList
    {
        public Gs2InventoryItemModelContext prefab;
        public int maximumItems;
    }
    /// <summary>
    /// Event handlers
    /// </summary>
    public partial class Gs2InventoryItemModelList
    {
    }
}