// Start is called before the first frame update private void Awake() { inventory = new Inventory(UseItem, this); craftInventory = new CraftableInventory(UseItem, this); uiInventory.SetInventory(inventory); uiCrafting.SetCraftInv(craftInventory); craftItems.SetCraftInv(craftInventory); craftItems.SetInv(inventory); uiCrafting.RefreshCraftables(); myRenderer = gameObject.GetComponent <SpriteRenderer>(); shaderGUItext = Shader.Find("GUI/Text Shader"); shaderSpritesDefault = Shader.Find("Universal Render Pipeline/2D/Sprite-Lit-Default"); // or whatever sprite shader is being used state = State.Normal; fifthHeight = theCamera.orthographicSize / 3; fifthWidth = theCamera.orthographicSize * (Screen.width / Screen.height) / 3; lastMove = new Vector2(0f, -1f); anim = GetComponent <Animator>(); myRigidbody = GetComponent <Rigidbody2D>(); normalSprite(); sfxMan = FindObjectOfType <SFXManager>(); if (GameObject.FindGameObjectsWithTag("Player").Length > 1) { Object.Destroy(gameObject); } else { DontDestroyOnLoad(transform.gameObject); } // check if player exists in the scene already or not canMove = true; }
public void SetCraftInv(CraftableInventory craftInv) { this.craftInv = craftInv; }
// Start is called before the first frame update public void SetCraftInv(CraftableInventory craftInv) { this.craftInv = craftInv; craftInv.OnCraftableListChanged += CraftableInventory_OnCraftableListChanged; RefreshCraftables(); }