//add item to inventory public void AddItem(ItemObject _item, uint _amount) { //make a copy of item ItemObject copy = _item; //check if we have key and item is stackable if (inventory.ContainsKey(copy.StaticId)) { if (copy.IsStackable == true) { inventory[copy.StaticId].AddAmount(_amount); inventoryUi.UpdateAmount(_amount, copy.StaticId); return; } else { inventory.Add(copy.StaticId, copy); } Debug.Log(inventory[copy.StaticId].Amount); } else { inventory.Add(copy.StaticId, copy); } inventoryUi.UpdateDisplay(this); }
public void ItemPickup(Item itemPickedUp, int amount) { for (int i = 0; i < mItemList.Count; i++) { if (itemPickedUp.mItemID == mItemList[i].mItem.mItemID) { mItemList[i].AddAmount(amount); mDisplayInventory.UpdateDisplay(); return; } } mItemList.Add(new InventorySlot(mPlayerManager.mStats, itemPickedUp, amount)); mDisplayInventory.UpdateDisplay(); }
public void OnTriggerEnter(Collider collision) { var item = collision.GetComponent <Item>(); if (item) { inventory.AddItem(item.item, 1); //where the item actually is Destroy(collision.gameObject); displayInventory.UpdateDisplay(); } Debug.Log("Touched the Item"); }