public void AddItem(ItemType itemType, int amount) { if (m_Items.ContainsKey(itemType)) { m_Items[itemType] += amount; } else { m_Items.Add(itemType, amount); } if (amount > 0) { ItemData itemData = DataBase.Item.FindItem(itemType); if (itemData != null) { if (itemData.pickUpAnimation != ItemData.PickUpAnimation.None) { m_MovementModel.ShowItemPickup(itemType); } if (itemData.IsEquipable == ItemData.EquipPosition.SwordHand) { m_MovementModel.EquipWeapon(itemType); } if (itemData.IsEquipable == ItemData.EquipPosition.ShieldHand) { m_MovementModel.EquipShield(itemType); } } } Debug.Log(amount + " " + itemType + " Added!"); }
public void AddItem(ItemType itemType, int amount, PickupType pickupType) { if (m_Items.ContainsKey(itemType) == true) { m_Items[itemType] += amount; } else { m_Items.Add(itemType, amount); } if (amount > 0) { ItemData itemData = Database.Item.FindItem(itemType); if (itemData != null) { if (itemData.GetPickupAnimation(pickupType) != ItemData.PickupAnimation.None) { m_MovementModel.ShowItemPickup(itemType, pickupType); } if (itemData.IsEquipable == ItemData.EquipPosition.SwordHand) { m_MovementModel.EquipWeapon(itemType); } else if (itemData.IsEquipable == ItemData.EquipPosition.ShieldHand) { m_MovementModel.EquipShield(itemType); } } } }
//Add X amount of items to our inventory public void AddItem(ItemType itemType, int amount) { if (m_Items.ContainsKey(itemType) == true) { m_Items[itemType] += amount; //If item exists, just add more } else { m_Items.Add(itemType, amount); //Otherwise just add the item and its amount as new } if (amount > 0) //If we have a bunch { ItemData itemData = Database.Item.FindItem(itemType); //Find the item in the database if (itemData != null) //If it is valid data { if (itemData.Animation != ItemData.PickupAnimation.None) { m_MovementModel.ShowItemPickup(itemType); //if using pickup anim, show the anim } if (itemData.IsEquipable == ItemData.EquipPosition.SwordHand) { m_MovementModel.EquipWeapon(itemType); //If is a sword hand item, put it there } else if (itemData.IsEquipable == ItemData.EquipPosition.ShieldHand) { m_MovementModel.EquipShield(itemType); //If is a shield hand item, put it there } } } }
public void AddItem(ItemType itemType, int amount, PickUpType pickupType) { if (items.ContainsKey(itemType) == true) { items[itemType] += amount; } else { items.Add(itemType, amount); } // Debug.Log("Adding + " + itemType + " " + amount); if (amount > 0) { ItemData itemData = Database.Item.FindItem(itemType); if (itemData != null) { if (itemData.getPickUpAnimation(pickupType) != ItemData.PickUpAnim.None) { movementModel.ShowItemPickedUp(itemType, pickupType); } if (itemData.isEquipable == ItemData.EquipPosition.SwordHand) { movementModel.EquipWeapon(itemType); source.clip = getTheSword; source.Play(); } if (itemData.isEquipable == ItemData.EquipPosition.ShieldHand) { movementModel.EquipShield(itemType); } if (itemData.type == ItemType.Bomb) { source.clip = getTheBomb; source.Play(); } if (itemData.type == ItemType.Rupee) { source.clip = getTheRupee; source.Play(); } } if (itemData.type == ItemType.Heart) { PlayHeartSound(); // if (characterHealth.GetHealth() > 80) if (GameObject.Find("Character").GetComponent <CharacterHealth>().GetHealth() > 80) { GameObject.Find("Character").GetComponent <CharacterHealth>().health = 100; } else { GameObject.Find("Character").GetComponent <CharacterHealth>().AddHealth(20); } } } }