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InventoryStorage.cs
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113 lines (79 loc) · 2.64 KB
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class InventoryStorage : MonoBehaviour
{
public GameObject player;
public List<Item> itemList;
public List<GameObject> itemPrefabs;
void Start()
{
if(player == null)
{
player = GameObject.Find("Player");
}
}
public Item itemFromIndex(int index)
{
if(index == -1)
{
return null;
}
return itemList[index];
}
public GameObject prefabFromIndex(int index)
{
if(index == -1)
{
return null;
}
return itemPrefabs[index];
}
public string descriptionFromIndex(int index)
{
if(itemList[index] != null)
{
return itemList[index].description;
}
else
{
return "ERROR: ITEM DESCRIPTION NOT FOUND!";
}
}
public void EffectFromUse(int itemIndex)
{
switch (itemIndex)
{
case 3:
RefillAmmo();
print("used ammo refill");
break;
case 4:
var grenade = Instantiate((GameObject)Resources.Load("bullet4", typeof(GameObject)), player.transform.position, Quaternion.identity);
break;
case 5:
var stun = Instantiate((GameObject)Resources.Load("stunNade", typeof(GameObject)), player.transform.position, Quaternion.identity);
break;
case 6:
var shield = Instantiate((GameObject)Resources.Load("barrierBullet", typeof(GameObject)), player.transform.position, Quaternion.identity);
break;
case 7:
var scan = Instantiate((GameObject)Resources.Load("scanBullet", typeof(GameObject)), GameObject.Find("Crosshair").transform.position, Quaternion.identity);
break;
default:
print("NO FUNCTION: ERROR");
break;
}
}
public void RefillAmmo()
{
if(GameObject.Find("LevelController") != null)
{
if(GameObject.Find("RootShoot") != null)
{
GameObject.Find("RootShoot").GetComponent<Shoot>().currentAmmo = GameObject.Find("LevelController").GetComponent<WeaponDescriptions>().MaxAmmoPerGun(GameObject.Find("RootShoot").GetComponent<Shoot>().currentGunIndex);
}
}
print("REFILLED AMMO");
}
}