public void DisplayInventoryUI() { inventoryCanvas.SetActive(true); dm.DisablePlayer(); }
private void Update() { #region show inventory if (Input.GetKeyDown(KeyCode.I)) { inventoryEnabled = !inventoryEnabled; if (inventoryEnabled) { inventoryUI.SetActive(true); disableMan.DisablePlayer(); } else { inventoryUI.SetActive(false); disableMan.EnablePlayer(); } } #endregion if (inventoryEnabled) { #region drop item if (Input.GetKeyDown(KeyCode.Q)) { if (active != null && active.item != null) { if (active.item.equippable) { Unequip(eq[(int)active.item.eqPart]); ((GameObject)Instantiate(Resources.Load(active.item.name), spawnPoint.position, spawnPoint.rotation)).AddComponent <Rigidbody>(); } else { Instantiate(Resources.Load(active.item.name), spawnPoint.position, spawnPoint.rotation); } RemoveItem(active); } } if (Input.GetMouseButtonDown(0) && !hold) { if (active != null && active.item != null) { slotMove = active; hold = true; } } if (Input.GetMouseButtonUp(0) && hold) { if (active != null) { if (active.tag == "Equip") { EquipItem(slotMove); hold = false; } else { ChangeSlot(slotMove, active); hold = false; } } else { //if destination is not slot ChangeSlot(slotMove, active); hold = false; } slotMove = null; } #endregion if (Input.GetMouseButtonDown(1)) // Use item { if (active != null && active.item != null && !active.item.equippable) { UseItem(active); } else if (active != null && active.item != null && active.item.equippable) { EquipItem(active); } } } }
public void EnableSleepUI() { sleepUI.SetActive(true); disableManager.DisablePlayer(); }
public void CharacterDeath() { deathUI.SetActive(true); disableManager.DisablePlayer(); }