Hey guys!
I'm still pretty new at NGUI but I've managed to do what I want with the help of a few workarounds. The main issue that I'm having now, though, is managing more than 1 inventory window.
Let me elaborate:
I have 3 characters, and each character has their own inventory. There are 2 states in which you can see in the inventory; when you hit the inventory button, and when you're in the shop buying items. I also set up an inventory drag system that's working ideally at the moment with my two test inventories.
I've derived two questions from this:
1. How can I change the position of my Inventory GUI at runtime?
-If only one character is selected I want to see a large inventory, but if all three are selected I want to see 3 smaller inventories that take up as much space as the one large one. (I can manage that part, it's just the moving that I can't do!) I'm scared to touch the transform.position due to previously yielding way way WAY undesirable results.
2. What is the best method for organizing your inventory? Do you make <X> amount of different UI roots, or do you place them all under one? Is there a difference, and does it matter?
With GameObject.active the functionally seems the same but I don't want to encounter a massive problem down the line after I have 40+ inventory screens. I guess the worst-case scenario would be finding every Inventory UICamera in the scene and using RaycastAll() but... yeah.
Thanks for any help with this!