// public void Unequip(int slotID){ // if (slotID == 1) { // this.gameObject.GetComponent<InventoryManager> ().AddToInv(item1.GetComponent<ItemScript>().itemID); // Debug.Log ("Unequipped" + item1.GetComponent<ItemScript> ().itemID); // }else if (slotID == 2) { // this.gameObject.GetComponent<InventoryManager> ().AddToInv(item2.GetComponent<ItemScript>().itemID); // }else if (slotID == 3) { // this.gameObject.GetComponent<InventoryManager> ().AddToInv(item3.GetComponent<ItemScript>().itemID); // }else if (slotID == 4) { // this.gameObject.GetComponent<InventoryManager> ().AddToInv(item4.GetComponent<ItemScript>().itemID); // } // } // void CheckInv() { NewLiftScript nlif = currentObject.GetComponent <NewLiftScript> (); if (nlif.tSlot1 != 500) //Always true { ItemScript iScript = item1.GetComponent <ItemScript> (); iScript.SetColor(nlif.tSlot1); } if (nlif.tSlot2 != 500) { ItemScript iScript = item2.GetComponent <ItemScript> (); iScript.SetColor(nlif.tSlot2); } if (nlif.tSlot3 != 500) { ItemScript iScript = item3.GetComponent <ItemScript> (); iScript.SetColor(nlif.tSlot3); } if (nlif.tSlot4 != 500) { ItemScript iScript = item4.GetComponent <ItemScript> (); iScript.SetColor(nlif.tSlot4); } //Why won't the slots change color for the second and third items when you remove the code-y thingy? }
void Update() { if (currentObject != lastObject) { Debug.Log("No Match"); if (currentObject == obj1) { CheckInv(); lastObject = obj1; slctedObj = 1; bg1.SetActive(true); bg2.SetActive(false); bg3.SetActive(false); Debug.Log("IS" + bg1.activeSelf + ""); Debug.Log("TFF"); } else if (currentObject == obj2) { CheckInv(); lastObject = obj2; slctedObj = 2; bg2.SetActive(true); bg1.SetActive(false); bg3.SetActive(false); Debug.Log("IS" + bg1.activeSelf + ""); Debug.Log("FTF"); } else if (currentObject == obj3) { CheckInv(); lastObject = obj3; slctedObj = 3; bg3.SetActive(true); bg2.SetActive(false); bg1.SetActive(false); Debug.Log("IS" + bg1.activeSelf + ""); Debug.Log("FFT"); } } NewLiftScript nlif = currentObject.GetComponent <NewLiftScript> (); }
//Have something check on start/code switch, if the Slots have value. void Start() { currentObject = obj1; Debug.Log("Called NLS1"); NewLiftScript nlif = currentObject.GetComponent <NewLiftScript> (); Debug.Log("Called NLS"); if (currentObject == obj1) { CheckInv(); lastObject = obj1; slctedObj = 1; bg1.SetActive(true); bg2.SetActive(false); bg3.SetActive(false); Debug.Log("TFF"); } else if (currentObject == obj2) { CheckInv(); lastObject = obj2; slctedObj = 2; bg2.SetActive(true); bg1.SetActive(false); bg3.SetActive(false); Debug.Log("FTF"); } else if (currentObject == obj3) { CheckInv(); lastObject = obj3; slctedObj = 3; bg3.SetActive(true); bg2.SetActive(false); bg1.SetActive(false); Debug.Log("FFT"); } }
public void ButtonPress(string whichButton) { NewLiftScript nlif = currentObject.GetComponent <NewLiftScript> (); if (whichButton == "Play") { if (PlayCharges > 0) { nlif.Play(); } PlayCharges--; playCount.text = "Charges: " + PlayCharges; } ItemScript iScript = currentItem.GetComponent <ItemScript> (); nlif.TempSlot = 0; if (goesBack == false) { //Finds out which button/command was used if (whichButton == "Up") { actn = 1; } else if (whichButton == "Down") { actn = 2; } else if (whichButton == "Left") { actn = 3; } else if (whichButton == "Right") { actn = 4; } else if (whichButton == "None") { actn = 0; } else if (whichButton == "Stop") { actn = 5; } else if (whichButton == "Loop") { actn = 6; } Debug.Log(whichButton + " set to actn"); } else { actn = 0; } //Sets tempSlot to command/button number nlif.TempSlot = actn; nlif.AssignModule(selectedSlot); //Changes colors iScript.SetColor(actn); Debug.Log("Set Color" + actn + ""); //this.gameObject.GetComponent<InventoryManager> ().UpdateInventory (currentItem.GetComponent<ItemScript> ().itemID); }