// This is when the player clicks the spawner void OnMouseDown() { if (isAvocado) { // We check if the player has any avocados if (playerInventory.playerAvocado > 0) { playerInventory.AddAvocado(-1); // This takes an avocado off the player GameObject avocado = Instantiate(spawn, transform.position, Quaternion.identity); // We create an avocado avocado.GetComponent <pickup_script>().OnMouseDown(); // We tell the avocado we want to pick it up avocado.transform.SetParent(parentObject); // We attach the item to the parent } } else if (isBread) { // We check if the player has any bread if (playerInventory.playerBread > 0) { playerInventory.AddBread(-1); // We take a piece of bread off the player GameObject bread = Instantiate(spawn, transform.position, Quaternion.identity); // We create some bread bread.GetComponent <pickup_script>().OnMouseDown(); // We tell the bread we want to pick it up bread.transform.SetParent(parentObject); // We attach the item to the parent } } else { GameObject item = Instantiate(spawn, transform.position, Quaternion.identity); // We create the item item.GetComponent <pickup_script>().OnMouseDown(); // We tell the item we want to pick it up item.transform.SetParent(parentObject); // We attach the item to the parent } }
void OnMouseDown() { // We check if the player can afford the item if (playerInventory.playerMoney >= price) { // We take money off the player playerInventory.AddMoney(-price); // We check if the player is buying an avocado if (isAvocado) { // We give the player an avocado playerInventory.AddAvocado(1); } // We check to see if the player is trying to buy else if (isBread) { // We give the player some bread playerInventory.AddBread(1); } } }