public void OnPointerUp(PointerEventData data) { // IF we Right Click so we can USE or EQUIP an item. if (item != null && data.button == PointerEventData.InputButton.Right && !data.dragging) { // Get the Player_Manager component. Player_Manager player = Character_Manager.GetPlayerManager().GetComponent <Player_Manager> (); // IF this item is a consumable, if (item.Type == "Consumable") { // Add "usage" attributes associated with this item. At this current time if you are looking at the demo we only add HP. player.AddHealth((float)item.RestoreHP); // Play the Pickup Sound. Grid.soundManager.PlaySound(item.UsedSound); if (amount - 1 == 0) { // Clear the old slot. GetComponentInParent <Inventory>().items [slotNumber] = new Item(); // Destroy this gameobject as it holds no item. Destroy(gameObject); // Do not show the tooltip. Grid.tooltip.Deactivate(); return; } --amount; GetComponentInParent <Inventory>().slots [slotNumber].GetComponentInChildren <Text> ().text = amount.ToString(); return; } // IF this item is a piece of equipment, such as a Weapon, Armour, Ring or a Bracelet. if (item.Type == "Weapon" || item.Type == "Armour" || item.Type == "Ring" || item.Type == "Bracelet") { // Get the Equipment component. Equipment equipment = player.GetComponentInChildren <Equipment> (); // Play the Pickup Sound. Grid.soundManager.PlaySound(item.UsedSound); Item swappedItem = null; if (item.Type == "Weapon") { // Set the new weapon to the player while returning the old weapon (if the player wielded one). swappedItem = equipment.EquipWeapon(item); } else if (item.Type == "Armour") { // Set the new Armour to the player while returning the old Armour (if the player wearing one). swappedItem = equipment.EquipArmour(item); } else if (item.Type == "Ring") { // Set the new Ring to the player while returning the old Ring (if the player wearing one). swappedItem = equipment.EquipRing(item); } else if (item.Type == "Bracelet") { // Set the new Bracelet to the player while returning the old Bracelet (if the player wearing one). swappedItem = equipment.EquipBracelet(item); } // Remove this item from this List of Items. GetComponentInParent <Inventory>().items [slotNumber] = new Item(); // IF we have an item being swapped out. if (swappedItem != null) { // Add the swapped out equipped item to the inventory. GetComponentInParent <Inventory>().AddItem(swappedItem.ID, 1); } // Do not show the tooltip. Grid.tooltip.Deactivate(); // Destroy this item in the inventory list. Destroy(gameObject); } } }