Created the Inventory Selection Scene

Added an ItemOption Prefab
Created Player Prefab
The player now will get their items in the inventory selection screen
Only within this scene will items be able to be added and removed
Updated player files to check for characterController being enabled
This will make it easier to implement the dual RigidBody system
This commit is contained in:
Melbyj1125
2021-10-14 22:50:44 -05:00
parent c39ffc26c1
commit a42e802ace
21 changed files with 2046 additions and 318 deletions

View File

@@ -9,39 +9,35 @@ public class PlayerInventory : MonoBehaviour
//Scripts
public PlayerStats pStats;
public InventoryManager invMan;
public bool AddItem(Item item){
items.Add(item);
return true;
void Awake(){
pStats = GetComponent<PlayerStats>();
}
public bool AddSpecialItem<T>(T itemCandidate) { // Unless we don't want the four special items to be handled by inventory/inventory manager?
public void AddItem(Item item){
if(!items.Contains(item)){
Debug.Log("Item Added");
items.Add(item);
item.Equip(pStats);
}
else{
Debug.Log("Item Removed");
RemoveItem(item);
}
}
public void AddSpecialItem<T>(T itemCandidate) { // Unless we don't want the four special items to be handled by inventory/inventory manager?
if (itemCandidate is Item) {
items.Add(itemCandidate as Item);
}
return true;
}
public bool RemoveItem(Item item){
public void RemoveItem(Item item){
if(items.Remove(item)){
return true;
}
return false;
}
void Awake(){
pStats = GetComponent<PlayerStats>();
invMan = GetComponent<InventoryManager>();//////UPDATE WHEN THIS IS NO LONGER ATTACHED TO THE PLAYER
}
void Start(){
AddItem(invMan.ItemList[0]);
AddItem(invMan.ItemList[1]);
foreach (Item item in items){
Debug.Log(item.name);
item.Equip(pStats);
item.Unequip(pStats);
}
}