using System.Collections; using System.Collections.Generic; using UnityEngine; using System; public class PickableController : MonoBehaviour { public Item item; public string name; //public string name2; //TODO Clear here public bool triggered; public int isPicked; public int HandleIndexInScelenObjectList; public void Awake() { item = Resources.Load("Items/" + name); //item.Name = gameObject.name; } 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); } } void Update() { if(triggered) { if (Input.GetKeyDown(KeyCode.E)) { if(!InventoryUIManager.Instance.IsFull()) { InventoryUIManager.Instance.Add(new EquippableItem(this.item)); if(InventoryUIManager.Instance.GetPanelStatus()) GameObject.FindObjectOfType().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"); } } } } private void OnTriggerEnter2D(Collider2D collision) { if (collision.tag == "Player") { triggered = true; } } private void OnTriggerExit2D(Collider2D collision) { triggered = false; } // public void SaveCheckpoint() // { // PlayerPrefs.SetInt(name2, isPicked); // } }