Nextrek
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/*
*
* Adventure Creator
* by Chris Burton, 2013-2014
*
* "InvItem.cs"
*
* This script is a container class for individual inventory items.
*
*/
using UnityEngine;
using System.Collections.Generic;
[System.Serializable]
public class InvItem
{
public int count;
public Texture2D tex;
public Texture2D activeTex;
public bool carryOnStart;
public bool canCarryMultiple;
public string label;
public string altLabel;
public int id;
public int lineID = -1;
public int binID;
public bool isEditing = false;
public InvActionList useActionList;
public InvActionList lookActionList;
public List<InvInteraction> interactions;
public List<InvActionList> combineActionList;
public InvActionList unhandledActionList;
public List<int> combineID;
public InvItem (int[] idArray)
{
count = 0;
tex = null;
activeTex = null;
id = 0;
binID = -1;
interactions = new List<InvInteraction>();
combineActionList = new List<InvActionList>();
combineID = new List<int>();
// Update id based on array
foreach (int _id in idArray)
{
if (id == _id)
id ++;
}
label = "Inventory item " + (id + 1).ToString ();
altLabel = "";
}
public InvItem (InvItem assetItem)
{
count = assetItem.count;
tex = assetItem.tex;
activeTex = assetItem.activeTex;
id = assetItem.id;
label = assetItem.label;
altLabel = assetItem.altLabel;
useActionList = assetItem.useActionList;
lookActionList = assetItem.lookActionList;
combineActionList = assetItem.combineActionList;
combineID = assetItem.combineID;
interactions = assetItem.interactions;
binID = assetItem.binID;
}
public bool DoesHaveInventoryInteraction (InvItem invItem)
{
if (invItem != null)
{
foreach (int invID in combineID)
{
if (invID == invItem.id)
{
return true;
}
}
}
return false;
}
}
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Revision |
Author |
Commited |
Message |
83
|
FMMortaroli
|
Tue 13 May, 2014 11:32:51 +0000 |
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