/// When a client side instance of the player is started then: /// - update player view. /// - attach the main camera to give a external, tracked view of the player. public override void OnStartLocalPlayer() { GameObject playerShape = transform.Find("FemaleShape").gameObject; Debug.LogError(playerShape.name); //playerShape.GetComponent<MeshRenderer>().material.color = Color.blue; playerState = gameObject.GetComponent <PlayerState> (); anim = this.GetComponent <Animator> (); resourceLevelsPMove.Add(0.1f); resourceLevelsPMove.Add(0.1f); resourceLevelsPMove.Add(0.1f); if (isLocalPlayer) { //if I am the owner of this prefab GameObject camera = GameObject.Find("Main Camera"); Debug.Log("Setup camera" + camera); camera.transform.parent = transform; } //INVINVENTORY-------------------------------------- for (int i = 0; i < (SlotsX * SlotsY); i++) { Slots.Add(new InvItem()); Inventory.Add(new InvItem()); } database = GameObject.FindGameObjectWithTag("ItemDatabase").GetComponent <InvItemDatabase>(); Additem(1); Additem(0); Additem(0); Additem(2); print(InventoryContains(3)); //INVINVENTORY-------------------------------------- }
void Start() { for (int i = 0; i < (SlotsX * SlotsY); i++) { Slots.Add(new InvItem()); Inventory.Add(new InvItem()); } database = GameObject.FindGameObjectWithTag("ItemDatabase").GetComponent <InvItemDatabase>(); // Inventory.Add(database.items[0]); //Inventory.Add(database.items[1]); // Inventory[0] = database.items[0]; // Inventory[1] = database.items[1]; Additem(1); Additem(0); Additem(0); Additem(2); print(InventoryContains(3)); //Player = this.transform.parent.gameObject; }