public void AddSpecialInventoryItem(InventoryItem item) { // Make a copy of the Inventory Item Object InventoryItem myItem = new InventoryItem(); myItem.CopyInventoryItem(item); GameObject objItem = GameObject.Instantiate(this.hudUI.activeSpecialItem) as GameObject; ActiveInventoryItemUI aeUI = objItem.GetComponent<ActiveInventoryItemUI>(); aeUI.txtActiveItem.text = myItem.NAME.ToString(); aeUI.item = myItem; objItem.transform.SetParent(this.hudUI.panelActiveSpecialItems); LayoutRebuilder.MarkLayoutForRebuild(this.hudUI.panelActiveSpecialItems as RectTransform); }
public void OnTriggerEnter(Collider c) { // make sure we are colliding with the player if (c.gameObject.tag.Equals("Player")) { // Make a copy of the Inventory Item Object InventoryItem myItem = new InventoryItem(); myItem.CopyInventoryItem(this.ItemDescription); // Add the item to our inventory GameMaster.instance.INVENTORY.AddItem(myItem); // Destroy the GameObject from the scene GameMaster.instance.RPG_Destroy(this.gameObject); } }
public void OnTriggerEnter(Collider other) { if (hasBeenCollected) { return; } if (other.gameObject.tag.Equals("Player")) { hasBeenCollected = true; InventoryItem collectedItem = new InventoryItem(); collectedItem.CopyInventoryItem(item); GameMaster.sharedInstance.inventory.AddItem(collectedItem); GameMaster.sharedInstance.GameObjectDestroy(gameObject); } }
public void OnTriggerEnter(Collider other) { if (hasBeenCollected || !shouldBeDestroyed) { return; } //Si el objeto que ha colisionado con el ítem a ser recogido, es el Player... if (other.gameObject.tag.Equals("Player")) { hasBeenCollected = true; //Hacemos una copia del ítem para enviarla al inventario //Y así poder destruir tranquilamente el que hay en escena InventoryItem collectedItem = new InventoryItem(); collectedItem.CopyInventoryItem(item); GameMaster.sharedInstance.inventory.AddItem(collectedItem); GameMaster.sharedInstance.RpgDestroy(gameObject); } }