Ejemplo n.º 1
0
    public bool Interact(GameObject gameobject)
    {
        CharacterInventory characterInventory = gameobject.GetComponent <CharacterInventory> ();

        Debug.Assert(characterInventory != null);
        bool foundSlotForItem = false;

        Component   component = GetComponent(typeof(IObjectData));
        IObjectData objData   = component as IObjectData;

        if (objData.stackable())
        {
            for (int i = 0; i < characterInventory.INVENTORY_SIZE; ++i)
            {
                if (characterInventory.inventory[i] != null)
                {
                    Component   comp       = characterInventory.inventory[i].GetComponent(typeof(IObjectData));
                    IObjectData objectData = comp as IObjectData;

                    // This equality check is hacky. It incorrectly assumes every
                    // object in the game will have a unique name.
                    if (objectData.objectName() == objData.objectName())
                    {
                        objectData.increaseCount(objData.count());
                        foundSlotForItem = true;
                        // We added this item to a stack.
                        Destroy(gameObject);
                        break;
                    }
                }
            }
        }

        if (!foundSlotForItem)
        {
            for (int i = 0; i < characterInventory.INVENTORY_SIZE; ++i)
            {
                if (characterInventory.inventory[i] == null)
                {
                    // Assign the inventory slot to this gameObject (not the one that was passed in).
                    characterInventory.inventory[i] = gameObject;
                    foundSlotForItem = true;
                    break;
                }
            }
        }

        if (foundSlotForItem)
        {
            gameObject.transform.position = gameobject.transform.position;
            QuestTriggerWrapper qt = GetComponent <QuestTriggerWrapper> ();
            if (qt != null)
            {
                GameObject.Find("QuestManager").GetComponent <QuestManager>().ProcessQuestTrigger(qt.questTrigger);
            }
            if (gameObject.activeInHierarchy)
            {
                gameObject.SetActive(false);
            }
        }
        return(foundSlotForItem);
    }