TheKingsRace/Assets/Scripts/PlayerScripts/PlayerInventory.cs
2021-11-17 13:20:00 -06:00

73 lines
1.5 KiB
C#

using System.Collections;
using System.Collections.Generic;
using MLAPI;
using UnityEngine;
public class PlayerInventory : NetworkBehaviour
{
//List of items
[SerializeField] List<Item> items;
//Scripts
public PlayerStats pStats;
void Awake(){
pStats = GetComponent<PlayerStats>();
}
public void UpdateInventory(Item item, bool ableToAdd){
if(!items.Contains(item) && ableToAdd){
Debug.Log("Item Added");
AddItem(item);
}
else if(!ableToAdd && !items.Contains(item)){
//Item cannot be added
Debug.Log("Item Cannot Be Added");
}
else{
//If player already has the item it removes it
Debug.Log("Item Removed");
RemoveItem(item);
}
}
public void UpdateEquips(){
foreach(Item item in items){
item.Equip(pStats, this.gameObject);
}
}
//Add item to player Inventory
public void AddItem(Item item){
//Adds and equips Item if it can
items.Add(item);
item.Equip(pStats, this.gameObject);
}
//Add item to player Inventory
public void AddItemNetwork(Item item){
//Adds and equips Item if it can
items.Add(item);
}
//Remove Item player inv
public void RemoveItem(Item item){
if(items.Remove(item)){
item.Unequip(pStats, this.gameObject);
}
}
//GetItems
public List<Item> GetItems(){
return items;
}
}