void DoTriggerReleasedLeft(object sender, ControllerInteractionEventArgs e) { if (mIsBagOnLeft) { SwitchModes(); } else { if (mItemOverBagCollider != null) { GameObject item = mItemOverBagCollider.gameObject; GameManager.Instance.Player.BackPack.AddItemToInventory(item.GetComponent <ItemFactoryData>().ItemEnum); //Destroy(mItemOverBagCollider.gameObject); HVRItemFactory.DestroyObject(mItemOverBagCollider.gameObject); } } }
public void FocusOnSlot(int slot, bool isRefresh = false) { // Reset the material for the now unfocused slot if ((mPreviousMaterials != null) && (slot != mFocusedSlot) && (mFocusedPage == mCurrentPageNumbers[mCurrentPouchIndex])) { mInventorySlotItems[mFocusedSlot].GetComponent <MeshRenderer>().materials = mPreviousMaterials; } mPreviousMaterials = mInventorySlotItems[slot].GetComponent <MeshRenderer>().materials; Material[] newMaterials = new Material[mInventorySlotItems[slot].GetComponent <MeshRenderer>().materials.Length]; newMaterials[0] = mRimLight; mInventorySlotItems[slot].GetComponent <MeshRenderer>().materials = newMaterials; if (isRefresh == true) { //Destroy(mTopObject); HVRItemFactory.DestroyObject(mTopObject); } SpawnTopObject(mInventorySlotItems[slot].GetComponent <ItemFactoryData>().ItemEnum); mFocusedSlot = slot; mFocusedPage = mCurrentPageNumbers[mCurrentPouchIndex]; }