//Used when a player profession is changed. public void UpdatePlayerProfession(Profession profession) { //Update with common gender sprites body.sprite = profession.body; idleArm.sprite = profession.arm; holdingArm.sprite = profession.arm; topLeg.sprite = profession.leg; bottomLeg.sprite = profession.leg; //Gender check. if (CurrentLevelVariableManagement.GetMainGameData().chosenGender == 0) { head.sprite = profession.maleHead; } else { head.sprite = profession.femaleHead; } //Add the initial items for the profession to the inventory. for (int i = 0; i < profession.initialObjects.Length; i++) { playerInventory.AssignNewItemToBestSlot(profession.initialObjects[i]); } }
//Coroutine that checks for the activation of a W key. IEnumerator CheckForPurchase() { while (true) { if (Vector2.Distance(player.transform.position, transform.position) < 1) { if (Input.GetKeyDown(KeyCode.W)) { if (GiveMoneyToPlayer(-1 * int.Parse(cost.text))) { Debug.Log("Name of item is " + heldItem.uiSlotContent.itemScreenName); playerInventory.AssignNewItemToBestSlot(heldItem); RemovePanel(); Debug.Log("Gave to player"); } else { Debug.Log("Player had insufficient money"); } } } yield return(null); } }
public void PickupItem(GameObject item) { if (playerInventory == null) { playerInventory = CurrentLevelVariableManagement.GetMainInventoryReference().GetComponent <InventoryFunctions> (); } //This does not check the resourcereference property of the attached script as a comparison, only the tag. Consider changing later. if (item.CompareTag("ExpNodule")) { transform.parent.gameObject.GetComponent <PlayerHealthPanelManager> ().OnExperienceNodulePickedUp(); Destroy(item); } else if (item.CompareTag("Coin")) { transform.parent.gameObject.GetComponent <PlayerHealthPanelManager> ().OnCoinPickedUp(1); Destroy(item); } else { ResourceReferenceWithStack pendingObject = item.GetComponent <DroppedItemProperties> ().localResourceReference; if (!playerInventory.AssignNewItemToBestSlot(pendingObject)) { Debug.LogError("ERROR WHEN ASSIGNING OBJECT"); } else { Destroy(item); } } }
//Used when a player profession is changed. public void UpdatePlayerProfession(Profession profession) { //Update with common gender sprites body.sprite = profession.body; idleArm.sprite = profession.arm1; idleHand.sprite = profession.arm2; occupiedArm.sprite = profession.arm1; occupiedHand.sprite = profession.arm2; topLeg.sprite = profession.leg1; topFoot.sprite = profession.leg2; bottomLeg.sprite = profession.leg1; bottomFoot.sprite = profession.leg2; //Gender check. if (GameData.GetChosenGender() == GameData.Gender.MALE) { head.sprite = profession.maleHead; } else { head.sprite = profession.femaleHead; } //Add the initial items for the profession to the inventory. if (profession.initialObjects != null) { for (int i = 0; i < profession.initialObjects.Length; i++) { playerInventory.AssignNewItemToBestSlot(profession.initialObjects [i]); } } }