using System.Collections; using System.Collections.Generic; using UnityEngine; public class InventoryController : MonoBehaviour { [SerializeField] Item item1;// not needed [SerializeField] Item item2;// not needed public Item selectedItem; Item testItem; public Inventory inventory; [SerializeField] UI_Inventory uiInventory; private void Awake() { inventory = transform.GetComponent(); inventory.createEmptyInventory(8,10); testItem = Instantiate(item1); inventory.addItemAt(0, item1, 8); inventory.addItemAt(0, testItem, 1); inventory.addItemAt(3, item2, 15); inventory.addItemAt(4, item1, 3); /* Debug.Log(inventory.addItemAt(0, item2, 15)); Debug.Log(inventory.getInventory[0].Count); Debug.Log(inventory.removeItemAt(0, 10)); Debug.Log(inventory.getInventory[0].Count); */ // uiInventory.setInventory(inventory); } void Start() { } // Update is called once per frame void Update() { // FOR DEBUG if (Input.GetKeyDown(KeyCode.X)) { testItem.Select(); if(testItem.isSelected) selectedItem = testItem; else selectedItem = null; } } }