Scriptum/Assets/Scripts/Item/PickableController.cs

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
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using System;
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public class PickableController : MonoBehaviour
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{
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public Item item;
public string name;
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//public string name2; //TODO Clear here
public bool triggered;
public int isPicked;
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public int HandleIndexInScelenObjectList;
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public void Awake()
{
item = Resources.Load<Item>("Items/" + name);
//item.Name = gameObject.name;
}
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public void Start()
{
// if object after beeing created by Instaniate() gets "Clone)" postfix, EquippableItem.name gets this
// if (PlayerPrefs.GetInt("continued") == 1)
// {
// isPicked = PlayerPrefs.GetInt(name2);
// }
// else
// {
// isPicked = PlayerPrefs.GetInt(name);
// }
if(isPicked == 1)
{
//gameObject.SetActive(false);
Destroy(gameObject);
}
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}
void Update()
{
if(triggered)
{
if (Input.GetKeyDown(KeyCode.E))
{
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if(!InventoryUIManager.Instance.IsFull())
{
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InventoryUIManager.Instance.Add(new EquippableItem(this.item));
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if(InventoryUIManager.Instance.GetPanelStatus())
GameObject.FindObjectOfType<InventoryPanelController>().BuildPanelContent(InventoryUIManager.Instance.GetList());
isPicked = 1;
//PlayerPrefs.SetInt(name, isPicked);
//gameObject.SetActive(false);
SceneEquippableItemManager.Instance.RemoveDynamicItem(item.name); // remove
Destroy(gameObject);
}else
{
Debug.LogError("Can't pick item - Your inventory is full");
}
}
}
}
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private void OnTriggerEnter2D(Collider2D collision)
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{
if (collision.tag == "Player")
{
triggered = true;
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}
}
private void OnTriggerExit2D(Collider2D collision)
{
triggered = false;
}
// public void SaveCheckpoint()
// {
// PlayerPrefs.SetInt(name2, isPicked);
// }
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}