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Inventory System Unity
Im using Inventory system by Brackeys here, then i try to custom an equipment object just like the documentation says. I need that item enable Renderer Sprites component
when object drag to weapon holder (inventory), and disable Renderer Sprites
when object drag out from weapon holder. I'm implementation GetComponent(SpriteRenderer).enabled = true;
for activating Renderer Sprites and GetComponent(SpriteRenderer).enabled = false;
to disable, but the script seems don't work, when the object drag out from inventory, Renderer Sprites Component still active. here the part of script for enable/disable Renderer Sprites
#pragma strict
//This script allows you to create equipment effects that will be called either OnEquip or WhileEquipped. This is usefull for magic effects and stat handling.
@script AddComponentMenu ("Inventory/Items/Equipment Effect")
@script RequireComponent(Item)
private var effectActive = false;
function Update ()
{
if (effectActive == true)
{
//-----> THIS IS WHERE YOU INSERT CODE YOU WANT TO EXECUTE AS LONG AS THE ITEM IS EQUIPPED. <-----
}
}
function EquipmentEffectToggle (effectIs : boolean)
{
if (effectIs == true)
{
effectActive = true;
Debug.LogWarning("Remember to insert code for the EquipmentEffect script you have attached to " + transform.name + ".");
//-----> THIS IS WHERE YOU INSERT CODE YOU WANT TO EXECUTE JUST WHEN THE ITEM IS EQUIPPED. <-----
GetComponent(SpriteRenderer).enabled = true;
}
else
{
effectActive = false;
//-----> THIS IS WHERE YOU INSERT CODE YOU WANT TO EXECUTE JUST WHEN THE ITEM IS UNEQUIPPED. <-----
GetComponent(SpriteRenderer).enabled = false;
//Destroy(gameObject);
}
}
is it correct implementation ? what should i do ?
I'm having the same issue, did you find a solution?
Your answer
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