PO/Assets/Scripts/Inventory/Inventory.cs

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class Inventory : MonoBehaviour
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{
public static Inventory main;
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public List<GameObject> allEquipment = new List<GameObject>();
public List<GameObject> playerEquipment = new List<GameObject>();
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[SerializeField] public List<GameObject> localplayerEquipment = new List<GameObject>();
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public Sprite imagePlug;
//0 - Hat, 1 - Gloves, 2 - Armor, 3 - Weapon, 4 - Pet, 5 - Shoes
public List<Button> playerPlace = new List<Button>();
public int lastCardNum;
private void Awake()
{
main = this;
playerEquipment = DataHolder.main.PlayerEquipment;
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localplayerEquipment.AddRange(allEquipment);
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}
public bool EquipedOrNot(int _num)
{
for (int i = 0; i < playerEquipment.Count; i++)
{
if (playerEquipment[i].name == allEquipment[_num].name)
{
return true;
}
}
return false;
}
public void WhichPlace(int _num)
{
for (int i = 0; i < playerPlace.Count; i++)
{
var _config =
allEquipment[_num].GetComponent<Equipment>().equipmentConfig.
equipmentCharacteristics;
if (_config == null) Debug.LogError("config not found!");
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if (playerPlace[i].name == _config.place.ToString())
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{
playerPlace[i].image.sprite = _config.sprite;
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playerPlace[i].GetComponent<PlaceEquipment>().equipmentNum = lastCardNum;
}
}
}
}