void AddItemToInventory() { if (thisItem) { GameState.AddItem(thisItem); } }
public void afterDialog() { // Check if the quest is current active, and set the quest object to be active if ((bool)myQuest.myStory.variablesState["accepted_quest"]) { GameState.SetQuestStatus(myQuest, false); } // Check if the quest is complete if ((bool)myQuest.myStory.variablesState["completed_quest"]) { // Probably not necessary anymore. No NPCs give items anymore, so can remove (double check though) if (myQuest.npcGivesItem) { GameState.AddItem(myQuest.sacrificeItem); //myQuest.sacrificeItem.IncreaseAmount(1); myQuest.npcGivesItem = false; } // Update the quest object to reflect completion GameState.SetQuestStatus(myQuest, true); } if (myQuest.myStory.canContinue) { RefreshView(); } else { if (myQuest.myStory.currentChoices.Count > 0) { MakeNewChoices(); } // No more choices to make else { HideCanvas(); } // Scrolls to the bottom StartCoroutine(ScrollCo()); } }
// Update is called once per frame void Update() { if (Input.GetKeyDown(KeyCode.H) && currentDigs > 0 && GameState.CheckActiveString("Bones")) { currentDigs--; Collider2D item = Physics2D.OverlapCircle(this.transform.position, digRadius, diggable); DigResult.SetActive(true); if (item == null) { textObj.gameObject.GetComponent <TMP_Text>().text = "No Item Found"; } else if (item.gameObject.name == "Item") { textObj.gameObject.GetComponent <TMP_Text>().text = "Tablet Found"; Destroy(item.gameObject); GameState.AddItem(item_to_add); } Instantiate(digPrefab, this.transform.position, digPrefab.transform.rotation); } updateDigs(); }
public void Execute(GameState state, ConfigRoot config, ICommandBuffer _) { state.AddItem(new ItemState(Descriptor).WithId(Id)); }