Question by
ChocoboScribe · Oct 19, 2020 at 09:32 AM ·
c#textupdateinventory system
Removing an item from Inventory and updating item count on HUD
This for an assignment I'm working on, I'm getting my inventory system set up and I'm having trouble figuring out how to properly remove the item from the inventory and for my stack able items (health potions) having the item count text to update as items are added or taken away.
I've attached the inventory and Inventory Display scripts and an image of the HUD from my game. Thanks!
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Inventory : MonoBehaviour
{
[SerializeField]
// A List of Items
private List<Item> inventory = new List<Item>();
private void OnTriggerEnter2D(Collider2D pickUp)
{
// When we enter an object's trigger
// intiialize an Item type Variable using the GetComponent function
// if the object has the component it will be initialized otherwise it will remain null
Item item = pickUp.GetComponent<Item>();
// If the object has an Item Coponent
if (item != null)
{
// Call the AddItem function with item as the arguement
AddItem(item);
}
}
//Adds item to inventory
public void AddItem(Item newItem)
{
/*
*Consumable items can be stacked
*This means if the player has more than one of a spefific consumable item
*only one invenyory slot will be taken. the itemCount will reflect how many of
*the item the player has
*/
if(newItem.ItemType == "Consumable")
{
// Loop through the list to se eif we already have the consumable
for(int i = 0; i < inventory.Count; i++)
{
// We have this item already
if(inventory[i].ItemName == newItem.ItemName)
{
// Add to the invenotry count
inventory[i].ItemCount += newItem.ItemCount;
Debug.Log("You added a " + newItem.ItemName + " to your inventory!");
Debug.Log("You now have " + inventory[i].ItemCount + " " + inventory[i].ItemName);
// Deactivate the game object so it cannot be picked up again
newItem.gameObject.SetActive(false);
// We found the object so return the function
return;
}
}
// We don't have this item yet
// Add the new item to the inventory
inventory.Add(newItem);
Debug.Log("You added a " + newItem.ItemName + " to your inventory!");
// Log the description
Debug.Log(newItem.ItemDescription);
// Deactivate the game object so it cannot be picked up again
newItem.gameObject.SetActive(false);
}
/*
* Weapons are not stackable. Each Weapon, even duplicates, take up their own inventory slot
*/
else if(newItem.ItemType == "Weapon")
{
// Add the new item to the inventory
inventory.Add(newItem);
Debug.Log("You added a " + newItem.ItemName + " to your inventory!");
// Log the description
Debug.Log(newItem.ItemDescription);
// Deactivate the game object so it cannot be picked up again
newItem.gameObject.SetActive(false);
// Let's print out the weapon stats. To access the inherited class members we need to cast as that object
// check if the new item is a staff
if(newItem is SagesStaff)
{
// Cast newItem into a Staff type object
SagesStaff newStaff = newItem as SagesStaff;
// Log the Stats
Debug.Log("Weapon stats: ");
Debug.Log("Damage: " + newStaff.Damage);
Debug.Log("Strength: " + newStaff.Strength);
Debug.Log("Magic: " + newStaff.Magic);
}
}
else if(newItem.ItemType == "Quest")
{
// Add the new item to the inventory
inventory.Add(newItem);
Debug.Log("You added a " + newItem.ItemName + " to your inventory!");
// Log the description
Debug.Log(newItem.ItemDescription);
// Deactivate the game object so it cannot be picked up again
newItem.gameObject.SetActive(false);
}
}
// Remove items from Inventory
// Removes Consumable Items from Inventory
public void RemoveConsumableItem(Item item)
{
if(item.ItemName == "Weak Health Potion")
{
if(inventory.ItemCount <= 1)
{
inventory[1].ItemCount -= item.ItemCount;
Debug.Log("Weak Health Potion removed from inventory.");
}
else
{
Debug.Log("You don't have any Weak Health Potions...");
}
}
if (item.ItemName == "Full Health Potion")
{
if(inventory.ItemCount <= 1)
{
inventory[1].ItemCount -= item.ItemCount;
Debug.Log("Full Health Potion removed from inventory.");
}
else
{
Debug.Log("You don't have any Full Health Potions...");
}
}
}
// Removes Keys from Inventory
public void RemoveKeyItem(Item key)
{
if(key.ItemName == "Bone Key")
{
Debug.Log("Bone Key removed from inventory.");
}
if (key.ItemName == "Water Key")
{
Debug.Log("Water Key removed from inventory.");
}
if (key.ItemName == "Fire Key")
{
Debug.Log("Fire Key removed from inventory.");
}
if (key.ItemName == "Thunder Key")
{
Debug.Log("Thunder Key removed from inventory.");
}
}
// Checks is player has item
public bool HasItem(string itemName)
{
// loop through the array
for (int i = 0; i < inventory.Count; i++)
{
//If the inventory item name matches rhe itemName argeument
if (inventory[i].ItemName == itemName)
{
// retrn true value
return true;
}
}
// Othwrwise, retrn false
return false;
}
}
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class InventoryDisplay : MonoBehaviour
{
// Set Consumable Item Icons
public Image halfHealthPotionIcon;
public Image fullHealthPotionIcon;
// Set Potion count text
public Text halfHealthPotionCountText;
public Text fullHealthPotionCountText;
// Set Weapon Item Icon
public Image weaponIcon;
// Set the Quest Item Icon Variables
public Image boneKeyIcon;
public Image fireKeyIcon;
public Image waterKeyIcon;
public Image thunderKeyIcon;
public Image bubbleCrystalIcon;
public Image fireCrystalIcon;
public Image cometCrystalIcon;
// Set Invetory script
private Inventory inventory;
// Start is called before the first frame update
void Start()
{
// Call the script
inventory = GameObject.Find("Player").GetComponent<Inventory>();
// Call Potion count text
halfHealthPotionCountText = GameObject.Find("HalfPotionCount").GetComponent<Text>();
fullHealthPotionCountText = GameObject.Find("FullPotionCount").GetComponent<Text>();
// Set potion count text to zero to start
halfHealthPotionCountText.text = ": 0";
fullHealthPotionCountText.text = ": 0";
// Set wepaon item icon to inactive to start
weaponIcon.gameObject.SetActive(false);
// Set Quest Item icons to inactive to start
// Key icons
boneKeyIcon.gameObject.SetActive(false);
fireKeyIcon.gameObject.SetActive(false);
waterKeyIcon.gameObject.SetActive(false);
thunderKeyIcon.gameObject.SetActive(false);
// Crystal Icons
bubbleCrystalIcon.gameObject.SetActive(false);
fireCrystalIcon.gameObject.SetActive(false);
cometCrystalIcon.gameObject.SetActive(false);
}
// Set inventory icons to active when item is picked up
protected void ItemGet()
{
if(inventory.HasItem("Sage's Staff"))
{
weaponIcon.gameObject.SetActive(true);
}
if(inventory.HasItem("Bone Key"))
{
boneKeyIcon.gameObject.SetActive(true);
}
if (inventory.HasItem("Water Key"))
{
waterKeyIcon.gameObject.SetActive(true);
}
if (inventory.HasItem("Fire Key"))
{
fireKeyIcon.gameObject.SetActive(true);
}
if (inventory.HasItem("Thunder Key"))
{
thunderKeyIcon.gameObject.SetActive(true);
}
if (inventory.HasItem("Bubble Crystal"))
{
bubbleCrystalIcon.gameObject.SetActive(true);
}
if(inventory.HasItem("Fire Crystal"))
{
fireCrystalIcon.gameObject.SetActive(true);
}
if(inventory.HasItem("Comet Crystal"))
{
cometCrystalIcon.gameObject.SetActive(true);
}
}
}
hud.png
(105.7 kB)
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