// OnStateEnter is called when a transition starts and the state machine starts to evaluate this state override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { InventoryObjectBehaviour scriptRef = animator.GetComponent <InventoryObjectBehaviour>(); scriptRef.DisableItem(); scriptRef.TriggerMovementAnimation(); }
public void AddNewItem(InventoryObjectBehaviour item) { for (int i = 0; i < _items.Count; i++) { if (_items[i].IsEmpty()) { _items[i].AddItem(item); // trigger event GameEvents.LevelEvents.ItemAddedToInventory.SafeInvoke(); break; } } CheckClientItems(); }
public void SelectItem(InventoryObjectBehaviour item) { GameEvents.AudioEvents.TriggerSFX.SafeInvoke("InventoryItemSelect", false, true); if (item != null) { if (_item != null) { AddNewItem(_item); } _item = item; _centerImage.enabled = true; _centerImage.sprite = _item.objectImage.sprite; RemoveNewItem(_item.Name); CloseOrOpen(); // trigger event GameEvents.LevelEvents.SelectedItem.SafeInvoke(); } }
public void RemoveItem() { Item = null; _itemImage.sprite = null; _itemImage.enabled = false; }
public void AddItem(InventoryObjectBehaviour item) { this.Item = item; _itemImage.enabled = true; _itemImage.sprite = Item.objectImage.sprite; }
public void UseSelectedItem() { _item = null; ShowBag(); }
private void ClearSelection() { _item = null; _centerImage.enabled = false; _centerImage.sprite = null; }