Exemple #1
0
        void CheckInventory()
        {
            var stateIndex = -1;

            foreach (var i in requiredInventoryItemKeys)
            {
                if (characterInventory.HasItem(i))
                {
                    stateIndex++;
                }
            }
            if (stateIndex >= 0)
            {
                if (keyDirectorTrigger)
                {
                    keyDirectorTrigger.OverrideAlreadyTriggered(true);
                }
                if (m_SpriteRenderer)
                {
                    m_SpriteRenderer.sprite = unlockStateSprites[stateIndex];
                }
                if (stateIndex == requiredInventoryItemKeys.Length - 1)
                {
                    onUnlocked.Invoke();
                }
            }
        }
Exemple #2
0
 public void ChangeKeyUI(InventoryController controller)
 {
     for (var i = 0; i < keyNames.Length; i++)
     {
         m_KeyIconAnimators[i].SetBool(m_HashActivePara, controller.HasItem(keyNames[i]));
     }
 }
Exemple #3
0
            public void UpdateState(InventoryController inventoryController, SpriteRenderer spriteRenderer)
            {
                var hasKey = inventoryController.HasItem(keyInventoryName);

                if (hasKey)
                {
                    spriteRenderer.sprite = sprite;
                }
                light.enabled = hasKey;
            }
Exemple #4
0
 public bool CheckInventory(InventoryController inventory)
 {
     if (inventory != null)
     {
         for (var i = 0; i < inventoryItems.Length; i++)
         {
             if (!inventory.HasItem(inventoryItems[i]))
             {
                 OnDoesNotHaveItem.Invoke();
                 return(false);
             }
         }
         OnHasItem.Invoke();
         return(true);
     }
     return(false);
 }