public bool storeCollectible(Collectible collectableToStore) { for (int i = 0; i < collectionRequirements.Count; i++) { if (collectionRequirements[i].neededCollectible == collectableToStore.type && collectionRequirements[i].storedCollectibles < collectionRequirements[i].numberOfNeededCollectibles) { CollectionRequirement collectionReq = collectionRequirements[i]; collectionReq.storedCollectibles++; collectionRequirements[i] = collectionReq; collectionRequirements[i].numberStoredUIText.text = collectionRequirements[i].storedCollectibles.ToString(); Destroy(collectableToStore); return(true); } } return(false); }
// Update is called once per frame void Update() { bool allItemsStored = true; //if has number of need collectibles do cool upgrade stuff here for (int i = 0; i < collectionRequirements.Count; i++) { CollectionRequirement collectionReq = collectionRequirements[i]; collectionReq.numberStoredUIText.text = collectionRequirements[i].storedCollectibles.ToString(); collectionReq.numberStorableUIText.text = collectionRequirements[i].numberOfNeededCollectibles.ToString(); collectionRequirements[i] = collectionReq; if (collectionRequirements[i].storedCollectibles < collectionRequirements[i].numberOfNeededCollectibles) { allItemsStored = false; } } if (OnAllItemsCollected != null && allItemsStored) { OnAllItemsCollected(); OnAllItemsCollected = null; } }