void Equip(Types.Hand hand) { if (CanEquip()) { backpack.Add(hand); // Give the item the inventory game object to set its parent to hand.item.Equip(gameObject); } }
public static Item GetActiveItem(InventorySystem inventory) { Types.Hand hand = GetActiveHand(inventory); if (hand == null) { return(null); } return(hand.item); }
void PickUpItem() { // Grab height of the game object. This will help us scan for objects "in front of us" float objectHeight = transform.lossyScale.y; // Find any colliders within the weapon's range. Note: for the starting position, we're starting from the height's middle point. Collider[] hitColliders = Physics.OverlapSphere(new Vector3(transform.position.x, transform.position.y + (objectHeight / 2), transform.position.z), pickUpRange); int i = 0; while (i < hitColliders.Length) { Collider col = hitColliders[i]; if (col.tag == "Item") { // Grab the weapon script on our found melee weapon Types.Hand foundItem = new Types.Hand(col.gameObject); Debug.Log(foundItem); Equip(foundItem); } i++; } }