Files
example-top-down-unity/Assets/Scripts/Inventory/InventoryController.cs

55 lines
1.3 KiB
C#

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>();
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;
}
}
}