private void HandleToolTipRaycasting() { if (interactableObjectsWithinRange.Count > 0) { bool playerIsLookingAtInteractable = false; FN_ItemManager itemManager; //Debug.Log("interactableObjectsWithinRange: " + interactableObjectsWithinRange.Count); GOPlayerIsCurrentlyLookingAt = WhatIsPlayerLookingAt(); for (int i = 0; i < interactableObjectsWithinRange.Count; ++i) { itemManager = interactableObjectsWithinRange[i].GetComponent <FN_ItemManager>(); //is the player pointing at an item that is within interaction range? playerIsLookingAtInteractable = itemManager.CompareModel(GOPlayerIsCurrentlyLookingAt); if (playerIsLookingAtInteractable) { itemManagerPlayerIsLookingAt = itemManager; } itemManager.ToggleToolTipVisibility(playerIsLookingAtInteractable); } } else {//there is nothing nearby for the player to look at itemManagerPlayerIsLookingAt = null; } }
}//end AddStackableInventory() public bool AddItem(FN_ItemManager itemManager) { Item item = itemManager.scriptableObject_Item; bool itemAddSuccess = false; //if(item is Ammo) //{ //} //else if (item is Attachment) //{ //} if (item is Currency) { //TODO currency dictionary itemAddSuccess = ModifyMoney(itemManager.ItemAmount); } else if (item is Resource) { //TODO Resource dictionary itemAddSuccess = ModifyResources(item as Resource); } //else if (item is Throwable) //{ //} //else if(item is Weapon) //{ // //done // if (inventoryArray.Count < inventorySlots) // { // itemAddSuccess = AddToNextAvailableSlot(item); // } //} else { if (item.stackQuantity <= 1) { if (DEBUG) { Debug.Log("Item is not stackable...."); } itemAddSuccess = AddToNextAvailableSlot(item); } else { int quantityRemaining = AddStackableInventory(item, itemManager.ItemAmount); itemManager.ItemAmount = quantityRemaining; itemAddSuccess = false;//redundant } } //if (DEBUG && itemAddSuccess) Debug.Log("Item successfully added to inventory!"); //if (DEBUG && !itemAddSuccess) Debug.Log("Item was not added inventory."); return(itemAddSuccess); }//end AddItem()