private void Update() { if (dead) { play = timer.EndLevel(play); } }
// Update is called once per frame void Update() { if (playerEntered && !lose) { // Loop through all slots for (int i = 0; i < gmScr.slots.Length; ++i) { // Variable for easier referencing InventorySlot slot = gmScr.slots[i]; // Loop through all items to be checked for (int j = 0; j < itemsToCheck.Length; ++j) { // Item is in a slot if (!slot.CheckSlot() && slot.GetItem().Identity == itemsToCheck[j].Identity) { // Item is in inventory //Debug.Log("Item is in inventory"); return; } } } // Loop through all items from scene to be considered for (int i = 0; i < itemsInScene.Length; ++i) { // Loop through all items to be checked for (int j = 0; j < itemsToCheck.Length; ++j) { // Check that item is the one we are looking for, and that it is active if (itemsToCheck[j].Identity == itemsInScene[i].Identity && itemsInScene[i].isActiveAndEnabled) { // Item is in scene //Debug.Log("Item is in scene"); return; } } } // Items were used incorrectly //Debug.Log("You Lose"); lose = true; } // End game if (lose) { play = timer.EndLevel(play); } }