public void GiveItem(int id) { Item itemToAdd = itemDatabase.GetItem(id); inventoryManager.characterItems.Add(itemToAdd); inventoryUI.AddNewItem(itemToAdd); }
public void GiveItem(int id) { Item itemToAdd = itemDatabase.GetItem(id); characterItems.Add(itemToAdd); inventoryUI.AddNewItem(itemToAdd); Debug.Log("Added item: " + itemToAdd.title); }
public void GiveItem(int id) { if (characterItems.Count < sizeOfInventory) { Item itemToAdd = ItemDataBase.GetItem(id); characterItems.Add(itemToAdd); inventoryUI.AddNewItem(itemToAdd); Debug.Log("Added item: " + itemToAdd.title); } }
//아이템을 인벤토리에 넣어주는 코드 public void GiveItem(int id) { //데이터베이스에서 이 id 값을 가진 아이템을 가져오고 //캐릭터 인벤에 이 아이템을 추가해준다. Item itemToAdd = Database.GetItem(id); characterItems.Add(itemToAdd); inventoryUI.AddNewItem(itemToAdd); Debug.Log("Added Item : " + itemToAdd.name); }
public void GiveItem(int id) { Item itemToAdd = itemDatabase.GetItem(id); characterItems.Add(itemToAdd); inventoryUI.AddNewItem(itemToAdd); numberOfItems++; DisplayNotif(); EditNotifText("Added Item: " + itemToAdd.title + ", number Of Items: " + numberOfItems); Debug.Log("Added Item: " + itemToAdd.title + ", number O fItems: " + numberOfItems); }
private bool GiveItem(Item toAdd, int numItems) { if (toAdd == null) { return(false); } for (int i = 0; i < numItems; i++) { Item currentItem = CharacterItems.Find(item => item.Equals(toAdd) && item.Amount < item.MaxStack); // if this item does not exist in my inventory if (currentItem == null) { int slotNumber = InventoryUI.AddNewItem(toAdd); if (slotNumber == -1) { return(false); } CharacterItems.Add(toAdd); } else { currentItem.Amount++; InventoryUI.UpdateSlot(currentItem); } } return(true); }
public void RefreshPanel(string panelName) { inventoryUI.ResetMenu(); foreach (Item item in inventory.GetInventory()) { if (item.panelName == panelName) // This might cause an error with different classes { foreach (int quantity in inventory.GetQuantitiesByKey(item.id)) { inventoryUI.AddNewItem(item, quantity); } } } /*foreach(Panel panel in panels) * { * if(panel.panelName == panelName) * { * panel.ui.ResetMenu(); * foreach(Item item in inventory.GetInventory()) * { * if(item.type == panel.panelName) * { * foreach(int quantity in inventory.GetQuantitiesByKey(item.id)) * { * panel.ui.AddNewItem(item, quantity); * } * } * } * } * }*/ }
protected void AddItemForUI(UIInventory uIInventory) { foreach (Item item in characterItems) { uIInventory.AddNewItem(item); } }
private void OnTriggerEnter2D(Collider2D collision) { if (collision.gameObject.layer == 8) { inventory.AddNewItem(item, 1); Destroy(gameObject); } }
public void GiveItem(int id) //아이템의 ID 정보값를 characterItems에 준다. //강제로 아이템을 인벤토리에 옮기는역할 위에 Start에 GiveItem()을 통하여 { Item itemToAdd = itemDatabase.GetItem(id); //아이템의 데이터베이스를 얻는다. characterItems.Add(itemToAdd); //characterItem에 해당 아이템을 집어넣는다. inventoryUI.AddNewItem(itemToAdd); //UIinventory기능으로 아이템을 넣는다. Debug.Log("Added item: " + itemToAdd.title); //로그에 띄워줌 }
public void GiveItem(int id) { Item itemToAdd = ItemDataBase.GetItem(id); playerItems.Add(itemToAdd); inventoryUI.AddNewItem(itemToAdd); Debug.Log("added item:" + itemToAdd.title); }
public void BuyItem(ShopUIItem shopUIItem) { if (playerStats.gold > shopUIItem.item.price && characterItems.Count < sizeOfInventory) { playerStats.gold -= shopUIItem.item.price; characterItems.Add(shopUIItem.item); inventoryInShop.AddNewItem(shopUIItem.item); shopUIItem.UpdateItem(null); } }
public void GiveItem(Item item) { characterItems.Add(item); inventoryUI.AddNewItem(item); Debug.Log("Added item: " + item.title); }
private void addNewItem(Item itemToAdd) { chacacterItems.Add(itemToAdd); inventoryUI.AddNewItem(itemToAdd); Debug.Log("Added item: " + itemToAdd.title); }