Beispiel #1
0
    public void AddItem(int id)
    {
        //we need to know what items is going to be added, therefore we can fetch it by items ID
        Item itemToAdd = database.FetchByID(id);

        //this checks if the item is stackable
        //which is useless, since the items is always different
        //just saved this for the future, not going to explain it

        /*if (itemToAdd.Stackable && CheckInvItemAvailable(itemToAdd)){
         *  for (int i = 0; i < items.Count; i++){
         *      if (items[i].ID == id){
         *          ItemData data = slots[i].transform.GetChild(0).GetComponent<ItemData>();
         *          data.amount++;
         *          data.transform.GetChild(0).GetComponent<Text>().text = data.amount.ToString();
         *          break;
         *      }
         *  }
         * }else{*/
        //this run if the item is not stackable
        //why using for? we're just going to add 1 item
        //well, we don't know where the empty slot is, so we search it by using for loop
        for (int i = 0; i < items.Count; i++)
        {
            if (items[i].ID == -1)                               //this run if we know where the empty slot is
            {
                items[i] = itemToAdd;                            //the items in inventory is automatically replace by the original items data
                GameObject itemObj = Instantiate(inventoryItem); //calling the items from prefab
                //all of this going to update the ItemData script's variable
                itemObj.GetComponent <ItemData>().item   = itemToAdd;
                itemObj.GetComponent <ItemData>().amount = 1;        //it's 1, because we only add 1 item
                itemObj.GetComponent <ItemData>().slot   = i;
                //===================================================================================
                itemObj.transform.SetParent(slots[i].transform);   //set the item's parent to inventory slot
                itemObj.transform.position   = Vector2.zero;       //centering the item position with slot
                itemObj.transform.localScale = Vector3.one;
                //itemObj.GetComponent<Image>().sprite = itemToAdd.Sprite; //calling the item sprite
                //itemObj.name = itemToAdd.Title; //it renames gameobject in unity hierarchy, looks neat

                break;         //if we already add the item, break the loop!
            }
        }
        //}
    }