void CreateAndEquip(IEnumerable <InventoryItemBase> items, uint amout, bool camefromCollection) { var weaponSlot = characterUIWindow.Select(o => o.item != null && o.item.category.name == "Weapon"); if (weaponSlot != null) { Debug.Log(weaponSlot.GetType()); } StartCoroutine(DelayedEquip(0.2f)); }
public void OnMouseDown() { if (gc.GetItemSelected() == null) { ui.Select(this); } else { gc.GetItemSelected().Use(this); Debug.Log("Used item"); gc.RemoveSelectedItem(); } }