public void Pickup(GameObject itemObject, ItemScriptableObject iso, Vector2Int position) { currentItems++; iso.OnPickup(this); itemsInEqGO.Add(itemObject.GetComponent <Item>()); foreach (var skill in iso.SkillsToLearn) { gameManager.LearnSkill(skill); } try { MapManager.map[position.x, position.y].item = null; } catch {} if (itemObject.GetComponent <Item>().identified == true) { gameManager.UpdateMessages($"You picked up the <color={iso.I_color}>{iso.I_name}</color>."); gameManager.UpdateInventoryQueue($"<color={iso.I_color}>{iso.I_name}</color>"); } else { gameManager.UpdateMessages($"You picked up the <color=purple>{iso.I_unInName}</color>."); gameManager.UpdateInventoryQueue($"<color=purple>{iso.I_unInName}</color>"); } GameManager.manager.ApplyChangesInInventory(null); UpdateCapacity(); }
public void Start() { _viewRange = startingViewRange; gameManager = GameObject.Find("GameManager").GetComponent <GameManager>(); statsCanvas = GameObject.Find("Stats"); Head = GameObject.Find("Helm").GetComponent <Text>(); Body = GameObject.Find("Chest").GetComponent <Text>(); LHand = GameObject.Find("LeftHand").GetComponent <Text>(); RHand = GameObject.Find("RightHand").GetComponent <Text>(); Ring = GameObject.Find("Ring").GetComponent <Text>(); Legs = GameObject.Find("Legs").GetComponent <Text>(); Capacity = GameObject.Find("Capacity").GetComponent <Text>(); _strengthButton = GameObject.Find("strengthLevelUp"); _dexterityButton = GameObject.Find("dexterityLevelUp"); _enduranceButton = GameObject.Find("enduranceLevelUp"); _strengthButton.SetActive(false); _dexterityButton.SetActive(false); _enduranceButton.SetActive(false); __strength = 10; __dexterity = 10; __endurance = 10; __sanity = 100; __blood = 100; __maxHp = __strength + (__endurance * 2) - 10; __currentHp = __maxHp; __lvl = lvl; __experience = experience; __experienceNeededToLvlUp = experienceNeededToLvlUp; __coins = coins; __experienceNeededToLvlUp = 10; //__experienceNeededToLvlUp = NextLevelXpReq(); Capacity.text = "Capacity: 0" + " / " + maxWeight; effectsText = GameObject.Find("Effects").GetComponent <TextMeshProUGUI>(); StartCoroutine(UpdateEffects()); //Add starting weapon if (!startingWeapon) { return; } currentItems++; startingWeapon.OnPickup(this); GameObject g = Instantiate(gameManager.itemSpawner.itemPrefab); g.GetComponent <Item>().iso = startingWeapon; itemsInEqGO.Add(g.GetComponent <Item>()); gameManager.UpdateInventoryQueue($"<color={startingWeapon.I_color}>{startingWeapon.I_name}</color>"); UpdateCapacity(); UpdateText(statType.sanity); UpdateText(statType.blood); }