void Start() { CardDatabase.LoadAllCards(); GearDatabase.LoadAllGear(); if (GameplayContext.CurrentInventory is null || GameplayContext.RequestReset) { playerInventory = new InventoryCollection(); //two legs playerInventory.AddItem(GearDatabase.GetGearDataByID(0)); playerInventory.AddItem(GearDatabase.GetGearDataByID(0)); //two melee arm playerInventory.AddItem(GearDatabase.GetGearDataByID(1), 2); //two rifle arm playerInventory.AddItem(GearDatabase.GetGearDataByID(3), 2); GameplayContext.CurrentInventory = playerInventory; Debug.Log("made new inventory"); }
/// <summary> /// /// </summary> /// <param name="gear">the gear to equip</param> /// <param name="inventory">the inventory to return unequipped items into</param> public void SetEquippedGear(GearData gear, InventoryCollection inventory) { if (equippedGear != null && inventory != null) { inventory.AddItem(equippedGear); } equippedGear = gear; if (gear != null) { icon.enabled = true; icon.sprite = gear.art; UpdateDependants(true, inventory); } else { icon.enabled = false; UpdateDependants(false, inventory); } }