using System.Collections; using System.Collections.Generic; using UnityEngine; public class PlayerInventory : MonoBehaviour { //List of items [SerializeField] List items; //Scripts public PlayerStats pStats; public InventoryManager invMan; public bool AddItem(Item item){ items.Add(item); return true; } public bool AddSpecialItem(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){ if(items.Remove(item)){ return true; } return false; } void Awake(){ pStats = GetComponent(); invMan = GetComponent();//////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); } } }