public static void SaveGame() { SkillsScript.SaveSkills(); InventoryScript.SaveInventory(); EquipmentScript.SaveCharacterData(); Objective_Interface.instance.SaveQuestLog(); }
private void DropActiveItem(PointerEventData dropEvent, int inventorySlot) { Item dragItem = playerInventory.PullItemFromInventory("Weapon", int.Parse(dropEvent.pointerDrag.transform.name)); Item dropItem = playerInventory.PullItemFromInventory("Weapon", inventorySlot); playerInventory.ItemInventory[inventorySlot] = dragItem; playerInventory.ItemInventory[int.Parse(dropEvent.pointerDrag.transform.name)] = dropItem; PopulateHoverData(dragItem); playerInventory.SaveInventory(); }
private void UnequipWeapon(int slot) { Weapon refWeap; switch (slot) { case (0): refWeap = firstSlot; firstSlot = null; break; case (1): refWeap = secondSlot; secondSlot = null; break; case (2): refWeap = thirdSlot; thirdSlot = null; break; case (3): refWeap = fourthSlot; fourthSlot = null; break; default: refWeap = firstSlot; firstSlot = null; break; } if (refWeap != null) { inventory.AddItemToInventory(refWeap); refWeap = null; equippedWeapon = null; abilities_Interface.UpdateSkillCooldowns(); abilities_Interface.UpdateSkillIcons(); } SaveCharacterData(); inventory.SaveInventory(); }