Beispiel #1
0
 public void LootChest()
 {
     openingSound.UnloadAudioData();
     currentChestSprite.sprite = openedEmptySprite;
     AudioSource.PlayClipAtPoint(lootSound, mainCamera.transform.position);
     chestInteractableScript.enabled = false;
     dataToPassGameObject.GetComponent <DataToPassBetweenScenes>().openedChestGameObjectNames.Add(this.gameObject.name);
     if (moneyLoot != 0)
     {
         playerInventory.AddCoinAmount(moneyLoot);
     }
     if (gameObjectLoot != null)
     {
         // Get original name of obj so we dont get (clone) as name when we instantiate
         string     originalItemName = gameObjectLoot.name;
         GameObject instantiatedObj  = Instantiate(gameObjectLoot) as GameObject;
         instantiatedObj.name = originalItemName;
         playerInventory.LootItem(instantiatedObj);
     }
 }
Beispiel #2
0
    public void End()
    {
        if (questType == Quest.QUESTTYPE.GATHER_ITEMS)
        {
            // When a gather items quest is done we want to clear the inventory of said items
            string itemName = itemToGather.GetComponent <ItemData>().itemName;
            playerInventory.RemoveCollectedQuestItemsFromInventory(itemName, amountToCollect);
        }

        playerInventory.AddCoinAmount(moneyReward);

        if (gameObjectReward != null)
        {
            // To-Do: Check if inventory is full
            // Get original name of obj so we dont get (clone) when we instantiate
            string     originalItemName = gameObjectReward.name;
            GameObject instantiatedObj  = GameObject.Instantiate(gameObjectReward) as GameObject;
            instantiatedObj.name = originalItemName;

            // Add instantiated item to inventory and add text to reward window showing what item we got
            playerInventory.LootItem(instantiatedObj);
        }
    }
Beispiel #3
0
 void SellItem()
 {
     inventory.BuyAndSellItemSound();
     inventory.AddCoinAmount(ItemDataGameObject.GetComponent <ItemData>().value);
     DestroyItem();
 }