/// <summary> /// Used to house player's current held object data. If the player was not holding anything, just make first param false and the rest will be ignored. /// </summary> /// <param name="playerWasHoldingSomething">If player was holding something, pass true. If not, pass false</param> /// <param name="pickupPrefabName">Name of the Pickup type object's prefab in the case the player was holding a Pickup type object</param> /// <param name="inventoryItemType">Inventory Item Type, in the case the player was holding an InventoryItem type</param> /// <param name="localRotation">The last local rotation of the held object when it was in the player's hand</param> public FPEHeldObjectSaveData(bool playerWasHoldingSomething, string pickupPrefabName, FPEInventoryManagerScript.eInventoryItems inventoryItemType, Quaternion localRotation) { heldSomething = playerWasHoldingSomething; puPrefabName = pickupPrefabName; invItemType = inventoryItemType; localRot = new FPEQuaternion(localRotation); }
public FPEInventoryItemSaveData(FPEInventoryManagerScript.eInventoryItems type) { invType = type; }
public FPEInventoryWorldSaveData(Vector3 pos, Quaternion rot, FPEInventoryManagerScript.eInventoryItems type) : base(pos, rot) { invType = type; }
/// <summary> /// Returns quantity of specified inventory item type. If there are no such items in the /// inventory, zero is returned; /// </summary> /// <param name="itemToCheck">The type of item for which quantity will be checked</param> /// <returns></returns> public int inventoryQuantity(FPEInventoryManagerScript.eInventoryItems itemToCheck) { return(inventoryQuantities[(int)itemToCheck]); }