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Inventory system
Hi guys I just downloaded a inventory script (Diabolic-Free) on asset store. I want to change the state [ if (Input.GetMouseButtonDown(0)) ] to OnTriggerEnter can someone help me please.
void Update() { int litem = 1 << 8;
ray = Camera.main.ScreenPointToRay(Input.mousePosition);
if (Physics.Raycast(ray, out hitInfo, 50000.0f,litem))
{
ItemClass ic = hitInfo.transform.gameObject.GetComponent<ItemClass>();
if (Input.GetMouseButtonDown(0))
{
if (ic.isEquiped != false) return;
AddItemToInventory(hitInfo.transform.gameObject.GetComponent<ItemClass>());
Destroy(hitInfo.transform.gameObject);
}
}
}
Are you sure you're looking to change teh right part of the script? I imagine you're looking to show inventory when colliding with an object rather than by clicking the mouse? If so this would be the Physics.Raycast part I think.
Answer by Snake111 · Jul 03, 2015 at 12:11 AM
I already have a pickup item when press keydown e so I want to set active this script by colliding enter (ontriggerenter) so I dont have to press 2 time e to activate these 2 script Also I want to open/close the inventory with i key. here is the long script.
using UnityEngine; using System.Collections;
public class MyInventory : MonoBehaviour { private RaycastHit hitInfo; private bool hashit = false; private Ray ray;
public Texture item;
public Texture defaultTexture;
int gridWidth = 10;
int gridHeight = 10;
bool rmouseDown = false;
bool lmousedown = false;
bool bWeaponEquiped = false;//test
bool bShieldEquiped = false;
bool bR1Equiped = false;
bool bR2Equiped = false;
bool bAmuletEquiped = false;
bool bBeltEquiped = false;
bool bBootsEquiped = false;
bool bGlovesEquiped = false;
public GUIStyle lblItemDescrStyle;
public struct Inventar
{
public string itemName;
public Texture itemTexture;
public int width;
public int height;
public bool drawn;
public string opis;
public bool occupiedCell;
public int firstCell;
}
public Inventar[] charInventory;
public int invL;
public int invT;
void Start()
{
charInventory = new Inventar[gridWidth * gridHeight];
//invL = invT = 20;
}
void Update()
{
int litem = 1 << 8;
ray = Camera.main.ScreenPointToRay(Input.mousePosition);
if (Physics.Raycast(ray, out hitInfo, 50000.0f,litem))
{
ItemClass ic = hitInfo.transform.gameObject.GetComponent<ItemClass>();
if (Input.GetMouseButtonDown(0))
{
if (ic.isEquiped != false) return;
AddItemToInventory(hitInfo.transform.gameObject.GetComponent<ItemClass>());
Destroy(hitInfo.transform.gameObject);
}
}
}
public int AddItemToInventory(ItemClass item)
{
int intialIndexLocation = -1;
if(item != null)
{
ItemClass temp = item; //Set up a temporary item to compare with
if (SlotsRemaining() >= temp.height * temp.width)
{
bool firstFoundLocation = true;
int count = 0;
for(int i = 0; i < gridWidth-(temp.width-1); i ++)
{
for(int t = 0; t < (gridHeight)-(temp.height-1); t++)
{
if (charInventory[i + (gridHeight * t)].occupiedCell != true)
{
int neededCount = temp.height*temp.width;
for(int j = 0; j < temp.width; j++)
{
if (charInventory[i + (gridHeight * t) + j].occupiedCell != true)
{
for( int k = 0; k < temp.height; k++)
{
if (charInventory[i + (gridHeight * (t + k)) + j].occupiedCell != true)
{
if(firstFoundLocation)
{
firstFoundLocation = false;
intialIndexLocation = i+(gridWidth*t);
}
count+=1;
if(count == neededCount)
{
break;
}
}
}
}
}
if(count >= neededCount)
{
break;
} else if(count < neededCount)
{
firstFoundLocation = true;
count = 0;
intialIndexLocation = -1;
}
}
}
}
}
if (SlotsRemaining() == charInventory.Length)
{
intialIndexLocation = 0;
}
if(intialIndexLocation > -1)
{
bool whentodraw=true;
for(int i = 0; i < temp.width; i++)
{
for(int t = 0; t < temp.height; t++)
{
charInventory[intialIndexLocation + i + (gridHeight * t)].drawn = true;
if (whentodraw) charInventory[intialIndexLocation + i + (gridHeight * t)].drawn = false;
charInventory[intialIndexLocation + i + (gridHeight * t)].itemName = item.itemName;
charInventory[intialIndexLocation + i + (gridHeight * t)].itemTexture = item.itemTexture;
charInventory[intialIndexLocation + i + (gridHeight * t)].width = item.width;
charInventory[intialIndexLocation + i + (gridHeight * t)].height = item.height;
charInventory[intialIndexLocation + i + (gridHeight * t)].opis = item.opis;
charInventory[intialIndexLocation + i + (gridHeight * t)].occupiedCell = true;
charInventory[intialIndexLocation + i + (gridHeight * t)].firstCell = intialIndexLocation;
whentodraw=false;
}
}
}
}
return intialIndexLocation;
}
void DeleteFromInventory(string itmNam, int fc)
{
for (int i = 0; i < charInventory.Length; ++i)
{
if (charInventory[i].itemName == itmNam && charInventory[i].firstCell == fc)
{
charInventory[i].occupiedCell = false;
}
}
}
string txtWidth = "";
string txtHeight = "";
void OnGUI()
{
//=======================================================character inventory=========================================
for(int i = 0; i < gridWidth; i ++)
{
for(int t = 0; t < gridHeight; t++)
{
if (charInventory[i + (gridHeight * t)].occupiedCell != true)
{
GUI.DrawTexture(new Rect((invL + (i * 30)), invT + (t * 30), 30, 30), defaultTexture);
}
else
{
Inventar temp = charInventory[i + (gridHeight * t)];
if(!temp.drawn)
{
int w = temp.width;
int h = temp.height;
Rect buttonRect = new Rect((invL + (i * 30)), invT + (t * 30), 30 * w, 30 * h);
if (buttonRect.Contains(RevertMousePosValue()))
{
GUI.Label(new Rect(Screen.width / 2 - 100, 60, 200, 200), temp.opis.Replace("NEWLINE", "\n"), lblItemDescrStyle);
}
if (GUI.Button(buttonRect, temp.itemTexture))
{
if (Input.GetMouseButtonUp(0))
{
if (!bWeaponEquiped)//equip weapon
{
GameObject HandGr = GameObject.Find("HandGrip");
Vector3 gp = HandGr.transform.position;
Instantiate(Resources.Load(temp.itemName), gp, Quaternion.identity);//no 2 prefabs same name
GameObject cloned = GameObject.Find(temp.itemName + "(Clone)");
cloned.transform.parent = HandGr.transform;
cloned.GetComponent<Rigidbody>().constraints = RigidbodyConstraints.FreezeAll;
DeleteFromInventory(temp.itemName, temp.firstCell);
bWeaponEquiped = true;
ItemClass ic = cloned.GetComponent<ItemClass>();
ic.isEquiped = true;
}
}
else if (Input.GetMouseButtonUp(1))
{
Vector3 rp = new Vector3(Random.Range(-1.0F, 1.0F), 0, Random.Range(-1.0F, 1.0F));
GameObject plyr = GameObject.Find("Player");
Vector3 PlayerPos = plyr.transform.position;
Instantiate(Resources.Load(temp.itemName), PlayerPos + rp, Quaternion.identity);//no 2 prefabs same name
DeleteFromInventory(temp.itemName, temp.firstCell);
}
}
temp.drawn = true;
}
}
}
}
}
public int SlotsRemaining()
{
int count = 0;
for (int i = 0; i < charInventory.Length; i++)
{
if (charInventory[i].occupiedCell != true)
{
count++;
}
}
return count;
}
Vector2 RevertMousePosValue()
{
Vector2 mousePos =(Input.mousePosition);
Vector2 newMousePos;
newMousePos.x = mousePos.x;
newMousePos.y = -mousePos.y + Screen.height;
return newMousePos;
}
}
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