private void OnTriggerEnter2D(Collider2D collision) { /*If we collide with an item then we want to add it to the Inventory*/ if (collision.gameObject.tag == "Item") { string ItemName = collision.gameObject.name; ItemBase Item = new ItemBase(); ItemManager.items.TryGetValue(ItemName, out Item); Sprite ItemSprite = collision.GetComponent <SpriteRenderer>().sprite; if (cInventory.HasItem(Item.GetName()) && Item.GetStackable() == true) { Item.AddAmount(1); cInventory.UpdateUI(); } else { //Item.SetAmount(1); //Item.SetSpriteImage(ItemSprite); cInventory.AddItem(Item); cInventory.UpdateUI(); } Debug.Log("COLLISION!"); } // if we collide with a bed then show the sleep menu and pause the game if (collision.gameObject.tag == "Bed") { SleepUI.SetActive(true); PauseMenuScript.GameIsPaused = true; //cClock.NightUpdate(); //Debug.Log("COLLISION!"); } // if we collide with the sell chest then enable it if (collision.gameObject.tag == "SellChest") { cChest.DisabledNEnable(); if (!cInventory.ImageParent.gameObject.activeInHierarchy) { cInventory.DisabledNEnable(); } } // if we collide with the shop then enable the shop if (collision.gameObject.tag == "SeedShop") { SeedShopUI.SetActive(true); } if (collision.gameObject.tag == "ToolShop") { ToolShopUI.SetActive(true); } }