public void Hide() { List <Item> items = GetItemsInSlots(); for (int i = 0; i < items.Count; i++) { Inventory.AddItem(items[i].Id); } if (currentSelectedSlot != null) { currentSelectedSlot.RestoreDefaultSprite(); } currentSelectedSlot = null; slot0.SelectItem(null); slot1.SelectItem(null); slot2.SelectItem(null); ClearResultSlot(); inventoryPanel.Hide(); gameObject.SetActive(false); if (!GameTimer.timeReached) { CharacterController2D.EnableMovement(); interactionController.EnableInteracting(); } }
public void EnableInputs() { CharacterController2D.EnableMovement(); InventoryManager.EnableInventory(); interactionController.EnableInteracting(); #if UNITY_ANDROID inventoryButton.SetActive(true); #endif }
public void HideAndRestoreMovement() { Hide(); if (!GameTimer.timeReached) { CharacterController2D.EnableMovement(); interactionController.EnableInteracting(); } }