Beispiel #1
0
    private void AssignInventory(RuntimeInventory runtimeInventory, string inventoryData)
    {
        if (runtimeInventory)
        {
            runtimeInventory.localItems.Clear();

            if (inventoryData.Length > 0)
            {
                string[] countArray = inventoryData.Split("|"[0]);

                foreach (string chunk in countArray)
                {
                    string[] chunkData = chunk.Split(":"[0]);

                    int _id = 0;
                    int.TryParse(chunkData[0], out _id);

                    int _count = 0;
                    int.TryParse(chunkData[1], out _count);

                    runtimeInventory.Add(_id, _count);
                }
            }
        }
    }
Beispiel #2
0
    override public float Run()
    {
        RuntimeInventory runtimeInventory = GameObject.FindWithTag(Tags.persistentEngine).GetComponent <RuntimeInventory>();

        if (runtimeInventory)
        {
            if (giveToPlayer)
            {
                runtimeInventory.Add(invID, 1);
            }

            runtimeInventory.SelectItemByID(invID);
        }

        return(0f);
    }
Beispiel #3
0
    override public float Run()
    {
        RuntimeInventory runtimeInventory = GameObject.FindWithTag(Tags.persistentEngine).GetComponent <RuntimeInventory>();

        if (runtimeInventory)
        {
            if (invAction == InvAction.Add)
            {
                runtimeInventory.Add(invID, amount);
            }
            else
            {
                runtimeInventory.Remove(invID, amount);
            }
        }

        return(0f);
    }