// Start is called before the first frame update void Awake() { onPlayerTakeDamage = new UnityEvent(); onPlayerLifeChanged = new UnityEvent(); onPlayerTakeHeal = new UnityEvent(); onInventoryChanged = new UnityEvent(); onPlayerLightLevelChanged = new UnityEvent(); onPlayerLightShardsChanged = new UnityEvent(); onPlayerDied = new UnityEvent(); onPlayerStatChanged = new OnPlayerStatChanged(); onItemAddedToInventory = new OnItemAddedToInventory(); onGameLoaded = new UnityEvent(); onNewGameStarted = new UnityEvent(); onNewLevel = new UnityEvent(); onHubEntered = new UnityEvent(); onPlayerSpawned = new UnityEvent(); onBeforeSave = new UnityEvent(); onGameSaved = new UnityEvent(); onDialogueStart = new UnityEvent(); onDialogueEnd = new UnityEvent(); onDungeonGenerated = new UnityEvent(); onDungeonChanged = new UnityEvent(); onEnemyDeath = new UnityEvent(); onEnemyDamageTaken = new UnityEvent(); onLightShardsStoredInBank = new UnityEvent(); onChestClosed = new UnityEvent(); onChestOpened = new UnityEvent(); }
public static void ItemAddedToInventory(Item item, int slotIndex) { if (OnItemAddedToInventory != null) { OnItemAddedToInventory.Invoke(item, slotIndex); } }
public void fireAddItemToInventoryEvent(ItemObject item, PlayerController player) { /*if (!subscripInitialized.Contains(item)) * { * item.subscribeToEvents(); * subscripInitialized.Add(item); * }*/ OnItemAddedToInventory?.Invoke(this, new OnItemAddedToInventoryArgs { item = item, playerRef = player }); }
public void InvokeItemAddedToInventory(ItemObject itemObject) { Debug.Log("Item Added To Inventory"); OnItemAddedToInventory.Invoke(itemObject); }
private void Add(InventoryItem inventoryItem) { items.Add(inventoryItem); OnItemAddedToInventory?.Invoke(inventoryItem); }