Updated Debug prefab to be the testing version

Update Inventory Selection to work with debug prefab
This commit is contained in:
Melbyj1125
2021-11-05 13:07:04 -05:00
parent 5375647063
commit 758f06f775
11 changed files with 77 additions and 107 deletions

View File

@@ -19,12 +19,12 @@ public class InvSceneSettings : MonoBehaviour
// Start is called before the first frame update
void Awake(){
pPar = GameObject.Find("PlayerPrefab");
pPar = GameObject.Find("DebugPlayerPrefab");
player1 = pPar.transform.Find("PlayerModel").gameObject;
pStats = player1.GetComponent<PlayerStats>();
pointText = GameObject.Find("PlayerPoints").GetComponentInChildren<Text>();
pInv = player1.GetComponent<PlayerInventory>();
player1.GetComponent<PlayerMovement>().enabled = false;
player1.GetComponent<dPlayerMovement>().enabled = false;
pPar.transform.Find("PlayerCam").gameObject.SetActive(false);
invMan = GetComponent<InventoryManager>();
@@ -93,21 +93,21 @@ public class InvSceneSettings : MonoBehaviour
//Enables Script on player
//NEEDS TO BE CLEANED UP AND IMPROVED
public void itemToEnable(){
if(pStats.HasBlink != player1.GetComponent<Blink>().enabled)
player1.GetComponent<Blink>().enabled = pStats.HasBlink;
if(pStats.HasDash != player1.GetComponent<Dash>().enabled)
player1.GetComponent<Dash>().enabled = pStats.HasDash;
if(pStats.HasWallrun != player1.GetComponent<WallRun>().enabled)
player1.GetComponent<WallRun>().enabled = pStats.HasWallrun;
if(pStats.HasGrapple != player1.GetComponent<GrapplingHook>().enabled)
player1.GetComponent<GrapplingHook>().enabled = pStats.HasGrapple;
if(pStats.HasBlink != player1.GetComponent<dBlink>().enabled)
player1.GetComponent<dBlink>().enabled = pStats.HasBlink;
if(pStats.HasDash != player1.GetComponent<dDash>().enabled)
player1.GetComponent<dDash>().enabled = pStats.HasDash;
if(pStats.HasWallrun != player1.GetComponent<dWallRun>().enabled)
player1.GetComponent<dWallRun>().enabled = pStats.HasWallrun;
if(pStats.HasGrapple != player1.GetComponent<dGrapplingHook>().enabled)
player1.GetComponent<dGrapplingHook>().enabled = pStats.HasGrapple;
if(pStats.HasNitro != player1.GetComponent<Nitro>().enabled)
player1.GetComponent<Nitro>().enabled = pStats.HasNitro;
}
public void nextScene(){
player1.GetComponent<PlayerMovement>().enabled = true;
player1.GetComponent<dPlayerMovement>().enabled = true;
player1.GetComponent<CapsuleCollider>().enabled = false;
pPar.transform.GetChild(0).gameObject.SetActive(true);
SceneManager.LoadScene (SceneManager.GetActiveScene().buildIndex + 1);