public void addToInvo(GameObject obj) { if (inventory.checkIfWeCanAdd(obj.GetComponent <ItemPickup>().item)) { objPoolManager.ObjectPoolAddition(obj); ItemPickup ip = obj.GetComponent <ItemPickup>(); tempItem = ip.item; tempItemCount = ip.count; inventory.Add(tempItem, tempItemCount); } else { objPoolManager.DropTable(obj, transform.position); } /* tempItemGameobject = obj; * * Debug.Log(tempItemGameobject.name); * if (tempItemCount <= 0) * { * Debug.LogError(tempItemGameobject.name + " item pickup count is 0 or less then"); * } * * * objPoolManager.ReturnFromPool(obj);*/ }
public void Start() { inventory = new InventorySystem(); equipmentSystem = new EquipmentManager(); equipmentSystem.Start(); objPoolManager = GameManager.instance.objPoolManager; //Test Items for (int i = 0; i < testItems.Length; i++) { inventory.Add(testItems[i].GetComponent <ItemPickup>().item, 17); } inventory.TestInventory(); Invoke("setBounds", 0.1f); currentPath = null; localScale = healthbar.localScale; if (objPoolManager.itemmanager.tester == null) { objPoolManager.itemmanager.initializeEnemies(); } else { objPoolManager.itemmanager.loadEnemies(); } }
public void FindFragment() { gameManager.fragmentsFound++; fragment = new Item("Fragment for Final Door", "Key Fragment", fragmentIcon); inventory.Add(fragment); dialogueManager.TriggerDialogue("You found a key fragment!"); Destroy(gameObject); }
public void Update() { if (triggerObject != null && Vector2.Distance(transform.position, triggerObject.transform.position) <= 50f) { //Camera.main.GetComponent<CameraShake>().ShakeCamera(); inventorySystem.Add(GetComponent <Item>().itemData); } }
//pick up items //incomplete - need to add to inventory etc/ also need pickup item button and current node check function at the end of control function to see if there is something we can pick up public void pickUp() { if (currentNode.stack.Count > 0) { tempItemGameobject = currentNode.stack.Peek().gameObject; if (tempItemGameobject == null) { Debug.LogError("Player is picking up an empty gameobject somehow"); } if (!inventory.checkIfWeCanAdd(tempItemGameobject.GetComponent <ItemPickup>().item)) { return; } //check if we have enough inventory space //if true do this //check to see if we either consume it(dew), or add it to vial in inventory if health full? or add to invo //remove it from stack currentNode.stack.Pop(); ////decrement nodes index for sprite rendering order //currentNode.index--; //check if there are still any items left on my node displayPickUpButton(); //Add to inventoy Here objPoolManager.ObjectPoolAddition(tempItemGameobject); if (tempItemGameobject.GetComponent <ItemPickup>() == null) { Debug.Log(tempItemGameobject.name + "Error, Item Pickup Is not implimented onto this object"); } if (tempItemGameobject.GetComponent <ItemPickup>().item == null) { Debug.Log(tempItemGameobject.name + "Error, The Item in Item Pickup component is null on this prefab object"); } tempItem = tempItemGameobject.GetComponent <ItemPickup>().item; tempItemCount = tempItemGameobject.GetComponent <ItemPickup>().count; if (tempItemCount <= 0) { Debug.LogError(tempItemGameobject.name + " item pickup count is 0 or less then"); } inventory.Add(tempItem, tempItemCount); //pass control to other entities if we picked something up? Control(); } }
void OnMouseOver() { if (Input.GetButtonDown("Fire1") && Vector2.Distance(transform.position, GameObject.FindGameObjectWithTag("Player").transform.position) < 5) { Debug.Log("Clicked"); inventory.Add(codePeice); gameManager.codePeicesFound++; Destroy(gameObject); } }
private void Update() { if (fragmentsFound == 3) { finalKey = new Item("Opens Final Door", "Final Key", icon); inventory.Remove(KeyFragment.fragment); inventory.Add(finalKey); dialogueManager.TriggerDialogue("The fragments formed a key!"); fragmentsFound = 0; } if (codePeicesFound == 2) { finalCode = new Item("Has the code!", "Final Code", codeIcon); inventory.Remove(CodePaper.codePeice); inventory.Add(finalCode); dialogueManager.TriggerDialogue("The code!"); codePeicesFound = 0; } }
void OnMouseOver() { if (Input.GetButtonDown("Fire1") && Vector2.Distance(transform.position, GameObject.FindGameObjectWithTag("Player").transform.position) < 1f) { if (!inventory.canIncrease) { Debug.Log("Inventory is full!"); dialogueManager.TriggerDialogue("Your inventory is full!"); } else { inventory.Add(toolItem); Debug.Log("I picked up a tool!"); dialogueManager.TriggerDialogue("You picked up a tool!"); Destroy(gameObject); } } }
public void AddItem(IItem item) { int i = inventorySystem.Add(item); }
public void AddCollectable(Collectable c) { _inventory.Add(c); }