/*public void RestoreItems(int[] restoredSlotID, int[] restoredValue, int[] restoredName){ * slotID [indexID] = item.itemID; * slotValue [indexID] = item.itemValue; * slotName [indexID] = item.itemName; * slotDesc [indexID] = item.itemDesc; * slotSprite [indexID] = item.itemSprite; * slotType [indexID] = item.itemType; * slotIcon[indexID].sprite = item.itemSprite; * slotStack [indexID]++; * EnableItem(ID); * }*/ public void PurchaseItem(int ID) //This method allows the player to purchase an item based on value of given item ID { BarController coinScript = this.gameObject.GetComponent <BarController>(); if (InventoryFull() == false) { Debug.Log(coinScript.GetCoins()); Item item = ItemDatabase.GetItem(storeItems[ID]); Debug.Log(item.itemValue); if (coinScript.GetCoins() >= item.itemValue) { //Subtract the correct amount of coins coinScript.SetCoins(coinScript.GetCoins() - item.itemValue); ItemClicked(storeItems[ID]); coinScript.InvokeSound(coinScript.craftSound); StartCoroutine(coinScript.InvokeMessage("+ITEM!", 1f)); } else { //YOU DONT HAVE ENOUGH COINS coinScript.InvokeSound(coinScript.errorSound); StartCoroutine(coinScript.InvokeMessage("NOT ENOUGH COINS!", 1f)); } } else { coinScript.InvokeSound(coinScript.errorSound); StartCoroutine(coinScript.InvokeMessage("INVENTORY FULL!", 1f)); } }