ce358dafcb
Fix inventory slots bug
79 lines
1.8 KiB
C#
79 lines
1.8 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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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 EquippableItem item;
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public string name;
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public string name2;
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public bool triggered;
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public int isPicked;
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public int HandleIndexInScelenObjectList;
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public void Start()
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{
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// if object after beeing created by Instaniate() gets "Clone)" postfix, EquippableItem.name gets this
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item.Name = gameObject.name;
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// if (PlayerPrefs.GetInt("continued") == 1)
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// {
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// isPicked = PlayerPrefs.GetInt(name2);
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// }
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// else
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// {
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// isPicked = PlayerPrefs.GetInt(name);
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// }
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if(isPicked == 1)
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{
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//gameObject.SetActive(false);
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Destroy(gameObject);
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}
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}
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void Update()
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{
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if(triggered)
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{
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if (Input.GetKeyDown(KeyCode.E))
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{
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if(InventoryManager.Instance.AddToInventory(this.item) >= 0)
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{
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isPicked = 1;
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//PlayerPrefs.SetInt(name, isPicked);
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//gameObject.SetActive(false);
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SceneEquippableItemManager.Instance.RemoveDynamicItem(item.name); // remove
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Destroy(gameObject);
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}else
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{
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Debug.LogError("Can't pick item - Your inventory is full");
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}
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}
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}
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}
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private void OnTriggerEnter2D(Collider2D collision)
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{
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if (collision.tag == "Player")
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{
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triggered = true;
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}
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}
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private void OnTriggerExit2D(Collider2D collision)
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{
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triggered = false;
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}
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// public void SaveCheckpoint()
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// {
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// PlayerPrefs.SetInt(name2, isPicked);
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// }
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}
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