public void AddReagentLiquid(ReagentsLiquid reagent) { Debug.Log("added " + reagent.info.Name + " in inventory!"); reagent.gameObject.layer = 10; foreach (Transform child in reagent.transform) { child.gameObject.layer = 10; } reagentsLiquid.Add(reagent, reagent.gameObject); UpdateInventory(); }
public void RemoveReagentLiquid(ReagentsLiquid reagent) { if (reagentsLiquid.ContainsKey(reagent)) { reagent.gameObject.layer = 0; foreach (Transform child in reagent.transform) { child.gameObject.layer = 0; } reagentsLiquid.Remove(reagent); UpdateInventory(); } }
void Start() { // TODO: alterar para utilizar o inventory manager inventory = FindObjectOfType(typeof(InventoryController)) as InventoryController; if (!isSolid) { reagent = this.GetComponent <ReagentsLiquid> (); reagent.GetInfo(objectName); } else { reagentSolid = this.GetComponent <ReagentsSolid>(); reagentSolid.name = solidName; reagentSolid.liquidName = objectName; } // TODO: verificar se isso realmente eh necessario, me parece redundante -> hardcode originalScale = this.transform.localScale; BoxCollider col = this.GetComponent <Collider>() as BoxCollider; originalColliderPosition = col.center; originalColliderSize = col.size; }