Beispiel #1
0
    public void TakeItem()
    {
        Item item = pickupUI.currentlySelectedItem;

        if (!item)
        {
            return;
        }

        // Looking for items to stack with
        List <Item> search          = items.FindAll((Item x) => x.ID == item.ID);
        int         currentQuantity = item.quantity;

        foreach (Item x in search)
        {
            int cap = x.quantity + currentQuantity;
            if (cap <= x.maxStack)
            {
                currentQuantity = 0;
                inventoryUI.ChangeItemQuantity(x, cap);
                pickUpController.RemoveItemFromRange(item);
                Destroy(item.gameObject);
                break;
            }
            else
            {
                currentQuantity = cap - x.maxStack;
                if (x.quantity != x.maxStack)
                {
                    inventoryUI.ChangeItemQuantity(x, x.maxStack);
                }
            }
        }

        // If currentQuantity != 0 we need to add new element only if there is space
        if (currentQuantity != 0)
        {
            if (currentCapacity >= maxCapacity)
            {
                if (currentQuantity != item.quantity)
                {
                    pickupUI.ChangeItemQuantity(item, currentQuantity);
                }
            }
            else
            {
                currentCapacity++;
                inventoryUI.ChangeCurrentCapacity(currentCapacity);
                inventoryUI.AddItemToInventory(item);
                items.Add(item);
                pickUpController.RemoveItemFromRange(item);
                item.gameObject.SetActive(false);
                if (pickupUI.GetItemsCount() <= 0)
                {
                    pickupUI.ToggleInventoryGUI();
                }
            }
        }
    }
Beispiel #2
0
    void OnTriggerEnter(Collider collider)
    {
        var storable = collider.GetComponentInParent <Storable>();

        if (storable != null)
        {
            if (InventoryUI.AddItemToInventory(storable))
            {
                AudioSource.Play();
                storable.gameObject.SetActive(false);
            }
        }
    }