using System.Collections; using System.Collections.Generic; using UnityEngine; [System.Serializable] public class InventoryManager : BaseWarehouseController { public static int MAX_ITEMS = 5; public static InventoryManager Instance; // temporary delegate dragged item to outside static object instance to remember it [Space] [SerializeField] protected ISlot _draggedSlot; public ISlot DraggedSlot { get { return _draggedSlot; } set { _draggedSlot = value; } } private void Awake() { if(Instance == null) { Instance = this; }else if (Instance != this) { Destroy(gameObject); } } public int AddToInventory(EquippableItem pickable) { if(this._items.Count <= MAX_ITEMS) { for(int slotNumber=0; slotNumber /// Function for placed item in inventory on SPECYFIC position /// Used by SceneInventoryManager for load saved items on their positions /// public void SetupItemInInventory(int key, EquippableItem pickable) { this._items[key] = pickable; } protected override void SetupPanel() { if(this.dynamicPanel) { this.dynamicPanel.GetComponent().Setup(gameObject, _items); } } // public void DropItem() // { // } }