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Aug 23rd, 2019
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  1. using System.Collections;
  2. using System.Collections.Generic;
  3. using UnityEngine;
  4. using UnityEngine.UI;
  5. public class Inventory : MonoBehaviour
  6. {
  7. public GameObject slotPrefab;
  8. public const int numSlots = 5;
  9. Image[] itemImages = new Image[numSlots];
  10. Item[]items = new Item[numSlots];
  11. GameObject[] slots = new
  12. GameObject[numSlots];
  13.  
  14. public void CreateSlots()
  15. {
  16. if(slotPrefab != null)
  17. {
  18. for(int i =0; i < numSlots; i++)
  19. {
  20. GameObject newSlot = Instantiate(slotPrefab);
  21. newSlot.name = "ItemSlot_" + i;
  22. newSlot.transform.SetParent(gameObject.transform.GetChild(0).transform);
  23. slots[i] = newSlot;
  24. itemImages[i] = newSlot.transform.GetChild(1).GetComponent<Image>();
  25. }
  26. }
  27. }
  28. public bool AddItem(Item itemToAdd)
  29. {
  30. for (int i = 0; i < items.Length; i++)
  31. {
  32. if(items[i] != null && items[i].itemType == itemToAdd.itemType && itemToAdd.stackable == true)
  33. {
  34. items[i].quantity = items[i].quantity + 1;
  35. Slot slotScript = slots[i].gameObject.GetComponent<Slot>();
  36. Text quantityText = slotScript.qtyText;
  37. quantityText.enabled = true;
  38. quantityText.text = items[i].quantity.ToString();
  39. return true;
  40. }
  41. if (items[i] == null)
  42. {
  43. items[i] = Instantiate(itemToAdd);
  44. items[i].quantity = 1;
  45. itemImages[i].sprite = itemToAdd.sprite;
  46. itemImages[i].enabled = true;
  47. return true;
  48.  
  49. }
  50. }
  51. return false;
  52. }
  53.  
  54. public void Start()
  55. {
  56. CreateSlots();
  57. }
  58.  
  59.  
  60. void Update()
  61. {
  62.  
  63. }
  64. }
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