public IEnumerator Load() { managers = GetComponent <Managers>(); //player = GetComponent<PlayerManager>(); player = Managers.Player; //do //{ // player = GetComponent<PlayerManager>(); //} //while (player == null); if (items == null || items.Count < 1) { ///TODO: try load List of InventoryItem from savefile } if (items != null) { foreach (var item in items) { #pragma warning disable S1656 // It has validation in the set method but from the editor bypasses the set method (accessing the serialized private field) item.IsEquipped = item.IsEquipped; #pragma warning restore S1656 // It has validation in the set method but from the editor bypasses the set method (accessing the serialized private field) CollectItem(item.ItemDetails, item.Quantity); if (item.IsEquipped) { EquipItem(item); ///TODO: Add the item on specific inventory slot - helmet, chest, trinket, charm, etc. } } } yield return(null); }
public IEnumerator Load() { managers = GetComponent <Managers>(); //inventoryManager = InventoryManager.Instance; ///TODO: more testing required: gets null but it loads it through the reference later inventoryManager = Managers.Inventory; ///TODO: test this or above is better playerGO = GameObject.FindGameObjectWithTag("Player"); playerController = playerGO.GetComponent <PlayerController>(); playerCollider = playerGO.GetComponent <BoxCollider2D>(); scene = SceneManager.GetActiveScene(); playerSprites = playerGO.GetComponentsInChildren <SpriteMeshInstance>(); ChangeSpritesColor(playerSprites, Color.white); //to reset the original sprites' colors playerRigidBody = playerGO.GetComponent <Rigidbody2D>(); CharacterAnimator = GameObject.FindGameObjectWithTag("PlayerAnimator").GetComponent <Animator>(); managers = GetComponent <Managers>(); yield return(null); }