public void BuyButton() { totalMoney.value -= recipePrice; BuyAvailable(); ItemEntry item = itemGenerator.GenerateLevel(playerLevel.value); invHandler.AddBag(item); }
/// <summary> /// Adds the module to the inventory. /// </summary> /// <param name="module"></param> /// <param name="equip"></param> void AddModule(Module module, bool equip) { bool added; if (equip) { added = invModuleHandler.AddEquip(module); } else { added = invModuleHandler.AddBag(module); } if (added) { inventoryChanged.Invoke(); } else { Debug.Log("No room left to add module."); } }
/// <summary> /// Adds the kanji to the inventory. /// </summary> /// <param name="kanji"></param> /// <param name="equip"></param> void AddKanji(Kanji kanji, bool equip) { bool added; if (equip) { added = invKanjiHandler.AddEquip(kanji); } else { added = invKanjiHandler.AddBag(kanji); } if (added) { inventoryChanged.Invoke(); } else { Debug.Log("No room left to add kanji."); } }
/// <summary> /// Adds the item to inventory. /// </summary> /// <param name="item"></param> /// <param name="equip"></param> void AddItem(ItemEquip item, bool equip) { bool added; Debug.Log("I'm Adding an item!"); if (equip) { added = invItemHandler.AddEquip(item); } else { added = invItemHandler.AddBag(item); } if (added) { inventoryChanged.Invoke(); } else { Debug.Log("No room left to add item."); } }