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Question by badatnames16 · Feb 19, 2015 at 06:17 PM · c#inventory

how can i make the same key activate the different effects on the items in my inventory

using UnityEngine; using System.Collections; using System.Collections.Generic; using UnityEngine.UI; using UnityEngine.EventSystems;

public class Inventory : MonoBehaviour//, IPointerExitHandler { public int slotsX = 5; public int slotsY = 5; public GUISkin skin; public List inventory = new List(); public bool showInventory = false; public bool showCrafting = false; public static List recipes = new List (); public Transform Hand; public Transform Parent; PlayerHealth playerHealth; GameObject player; private bool ShowToolTip; private string toolTip; public GameObject NameText; public GameObject DescText; public GameObject Panel; public Transform MPanel; private MouseLook mouseLook;

 private Item swappedItem;
 private bool draggingItem = false;
 private Item draggedItem;
 private int prevIndex;
 private int spikeCount;
 private Rect invRect = new Rect(200, 140, 350, 420);
 private Rect imageRect = new Rect(0, 0, 30, 30);
 private Rect craftRect = new Rect(0, 40, 350, 350);
 private Vector2 scrollPosition = Vector2.zero;


 
 // Use this for initialization
 void Start () 
 {
     player = GameObject.FindGameObjectWithTag ("Player");
     playerHealth = playerHealth.GetComponent <PlayerHealth> ();

     Screen.showCursor = false;


     invRect = new Rect(Screen.width / 2 - (invRect.width / 2), 0, invRect.width, invRect.height);
     craftRect = new Rect(Screen.width / 2 - craftRect.width - invRect.width / 2, 0, craftRect.width, craftRect.height);
     
     for(int i = 0; i < (slotsX * slotsY); i++)
     {
         inventory.Add(new Item());
     }

     new RecipeCreator();
 }

 IEnumerator MyAction()
 {
     Panel.SetActive (true);
     yield return new WaitForSeconds (2);
     Panel.SetActive (false);
     StopCoroutine ("MyAction");
 }

 void Awake()
 {
     player = GameObject.FindGameObjectWithTag ("Player");
     playerHealth = player.GetComponent <PlayerHealth> ();
     mouseLook = GetComponent<MouseLook> ();
 }

 // Update is called once per frame
 void Update () {
     if(Input.GetKeyDown(KeyCode.I))
     {
         showInventory = !showInventory;
         showCrafting = !showCrafting;
         Screen.showCursor = !Screen.showCursor;
         
         if(draggingItem)
         {
             inventory[prevIndex] = draggedItem;
             draggingItem = false;
             draggedItem = null;
         }
     }
     
     //Cheat Keys
     if(Input.GetKeyDown("1"))
     {
         AddItem("Wood");
     }
     
     if(Input.GetKeyDown("2"))
     {
         AddItem("WoodPlanks");
     }

     if(Input.GetKeyDown("3"))
     {
         AddItem("Stone");
     }
     if(Input.GetKeyDown("4"))
     {
         AddItem("Knife");
     }
 }
 void OnGUI()
 {
     //toolTip = "";
     GUI.skin = skin;
     
     if(showInventory)
     {
         GetCraftable();
         invRect = GUI.Window(0, invRect, DrawInventory,  "");


         
         if(Event.current.type == EventType.mouseUp && draggingItem)
         {
             if(invRect.Contains(Event.current.mousePosition))
             {
                 inventory[prevIndex] = draggedItem;
                 draggingItem = false;
                 draggedItem = null;
             } else {
                 RemoveItem(prevIndex);
                 draggingItem = false;
                 draggedItem = null;
             }
         }
         
         if(draggingItem)
         {
             CreateDraggedItem();
         }

         if(showCrafting)
         {
             craftRect = GUI.Window(5, craftRect, DrawCraftView, "");
         }
     }
 }
 
 void AddSpikes (float winX)
 {
     spikeCount = (int)Mathf.Floor (winX - 152) / 22;
     GUILayout.BeginHorizontal ();
     GUILayout.Label ("", "SpikeLeft");//-------------------------------- custom
     for (int i = 0; i < spikeCount; i++) {
         GUILayout.Label ("", "SpikeMid");//-------------------------------- custom
     }
     GUILayout.Label ("", "SpikeRight");//-------------------------------- custom
     GUILayout.EndHorizontal ();
 }
 

 void DrawInventory(int windowId)
 {
     toolTip = "";
     AddSpikes(windowId);
     
     GUILayout.Label ("Inventory");
     
     Event e = Event.current;
     
     int i = 0;
     
     for(int x = 0; x < slotsX; x++)
     {
         GUILayout.BeginHorizontal();
         for(int y = 0; y < slotsY; y++)
         {
             GUILayout.BeginVertical();
             GUILayout.Box (inventory[i].itemIcon);
             
             if(inventory[i].multiItems)
             {
                 if(inventory[i].itemCounter > 1)
                 {
                     GUI.Box(GUILayoutUtility.GetLastRect(), inventory[i].itemCounter.ToString(), "ItemCounter");
                 }
             }
             
             if(inventory[i].itemName != null)
             {
                 //GUI.DrawTexture(imageRect, inventory[i].itemIcon);

                 if(ShowToolTip)
                 {
                     //GUI.Box(new Rect(Event.current.mousePosition.x, Event.current.mousePosition.y, 200, 200), toolTip);
                 }



                 if(IsMouseOver())
                 {
                     //GUI.Label(new Rect(80, 10, 250, 50) ("" + name));

                     //GameObject Panel = GameObject.Find("Panel");
                     //Panel.SetActive(true);
                     StartCoroutine("MyAction");


                     Text nametext = NameText.GetComponent<Text>();
                     nametext.text = "" + inventory[i].itemName;

                     Text desctext = DescText.GetComponent<Text>();
                     desctext.text = "" + inventory[i].itemDescription;
                     /*if(imageRect.Contains(Event.current.mousePosition))
                     {
                         toolTip = CreateToolTip(inventory[i]);
                         ShowToolTip = true;
                     }*/


                     if(Input.GetKeyDown(KeyCode.M))
                     {
                         if(inventory[i].itemType == Item.ItemType.Medicine);
                         {
                             RemoveItem("" + inventory[i].itemName, 1);
                             playerHealth.GainHealth(0.1f);
                         }    
                     }

                     if(Input.GetKeyDown(KeyCode.F))
                     {
                         if(inventory[i].itemType == Item.ItemType.Food);
                         {
                             RemoveItem("" + inventory[i].itemName, 1);
                             playerHealth.EatFood(0.1f);
                         }    
                     }

                     
                     if(e.button == 0 && e.type == EventType.mouseDown && !draggingItem)
                     {
                         draggingItem = true;
                         prevIndex = i;
                         draggedItem = inventory[i];
                         inventory[i] = new Item();
                     }

                     if(Input.GetKeyDown(KeyCode.E))
                     {
                         //GameObject instance = Instantiate(Resources.Load("" + inventory[i].itemName), Hand.position, Hand.rotation);
                         GameObject instance = Instantiate(Resources.Load("" + inventory[i].itemName), Hand.position, Hand.rotation) as GameObject;
                         instance.transform.SetParent(Hand);
                         //instance.rigidbody.constraints = RigidbodyConstraints.FreezeAll;
                         instance.tag = "EItem";
                         instance.collider.enabled = false;
                         //GameObject ("" + inventory[i].itemName);
                         //GameObject Hand;

                         //Clone.transform.SetParent(Hand);
                     } 
                     
                     if(e.type == EventType.mouseUp && draggingItem)
                     {
                         inventory[prevIndex] = inventory[i];
                         inventory[i] = draggedItem;
                         draggingItem = false;
                         draggedItem = null;
                     }
                 }

                 if (toolTip == "")
                 {
                     ShowToolTip = false;
                 }
                 //if(!IsMouseOver())
                 //{
                 //    CloseToolTip();
                 //}
             }
             else {
                 if(IsMouseOver())
                 {
                     if(e.type == EventType.mouseUp && draggingItem)
                     {
                         inventory[i] = draggedItem;
                         draggingItem = false;
                         draggedItem = null;
                     }
                 }
             }
             GUILayout.EndVertical();
             i++;
         }
         GUILayout.EndHorizontal();
     }
     GUI.DragWindow (new Rect(0, 0, 10000, 75));
 }

 string CreateToolTip(Item item)
 {
     toolTip = item.itemName;
     return toolTip;
 }

 void DrawCraftView(int windowID)
 {
     AddSpikes(craftRect.width);

     Event e = Event.current;

     GUILayout.Space(8);

     GUILayout.Label("Crafting");
     GUILayout.Label("", "Divider");

     scrollPosition = GUILayout.BeginScrollView(scrollPosition);

     for(int i = 0; i < GetCraftable().Count; i++)
     {
         if(GUILayout.Button(GetCraftable()[i]))
         {
             Craft(GetCraftable()[i]);
         }
     }

     GUILayout.EndScrollView();

     GUILayout.Label("", "Divider");

     GUILayout.Space(8);

     GUI.DragWindow(new Rect(0, 0, 10000, 75));
 }
 
 bool IsMouseOver()
 {
     return GUILayoutUtility.GetLastRect ().Contains (Event.current.mousePosition);
 }

 //public void OnPointerExit(PointerEventData data)
 //{
 //    CloseToolTip ();
 //}

 void CreateDraggedItem()
 {
     Rect tempRect = new Rect (Event.current.mousePosition.x + 5, Event.current.mousePosition.y, 64, 64);
     imageRect = GUI.Window (2, tempRect, DrawDraggedItem, "", "DragImage");
 }

 /*public void ShowToolTip()
 {
     toolTip.SetActive (true);
 }
 public void CloseToolTip()
 {
     toolTip.SetActive (false);
 }*/
 
 void DrawDraggedItem(int windowID)
 {
     GUILayout.Box (draggedItem.itemIcon, "DragImage");
 }
 
 public void AddItem(int id)
 {
     if(Database.isItemMultiple(id))
     {
         if(InventoryContains(id))
         {
             AddItemToExisting(id);
             return;
         }
     }
     
     for(int i = 0 ; i < inventory.Count; i++)
     {
         if(inventory[i].itemName == null)
         {
             for(int j = 0; j < Database.items.Count; j++)
             {
                 if(Database.items[j].itemID == id)
                 {
                     Database.CopyItem(inventory[i], Database.items[j]);
                 }
             }
             break;
         }
     }
 }
 
 public void AddItem(string name)
 {
     if(Database.isItemMultiple(name))
     {
         if(InventoryContains(name))
         {
             AddItemToExisting(name);
             return;
         }
     }
     
     for(int i = 0 ; i < inventory.Count; i++)
     {
         if(inventory[i].itemName == null)
         {
             for(int j = 0; j < Database.items.Count; j++)
             {
                 if(Database.items[j].itemName == name)
                 {
                     Database.CopyItem(inventory[i], Database.items[j]);
                 }
             }
             break;
         }
     }
 }
 
 public void AddItem(Item item)
 {
     if(Database.isItemMultiple(item.itemID))
     {
         if(InventoryContains(item.itemID))
         {
             AddItemToExisting(item.itemID);
             return;
         }
     }
     
     for(int i = 0 ; i < inventory.Count; i++)
     {
         if(inventory[i].itemName == null)
         {
             inventory[i] = item;
             break;
         }
     }
 }
 
 void RemoveItem(string name, int amount)
 {
     int removed = 0;
     
     for(int i = 0; i < inventory.Count; i++)
     {
         if(inventory[i].itemName == name)
         {
             if(inventory[i].multiItems)
             {
                 if(inventory[i].itemCounter > (amount - removed))
                 {
                     inventory[i].itemCounter -= (amount - removed);
                     break;
                 } 
                 else if(inventory[i].itemCounter == (amount - removed)){
                     inventory[i] = new Item();
                     break;
                 } else {
                     removed += inventory[i].itemCounter;
                     inventory[i] = new Item();
                     if(removed >= amount)
                     {
                         break;
                     }
                 }
             } else {
                 if(removed < amount)
                 {
                     removed ++;
                     inventory[i] = new Item();
                 } else {
                     break;
                 }
             }
         }
     }
 }
 
 void RemoveItem(int index)
 {
     inventory[index] = new Item ();
 }
 
 bool InventoryContains(int id)
 {
     for(int i = 0; i < inventory.Count; i++)
     {
         if(inventory[i].itemID == id)
         {
             return true;
         }
     }
     return false;
 }
 
 bool InventoryContains(string name)
 { 
     for (int i = 0; i < inventory.Count; i++) 
     {
         if (inventory [i].itemName == name) 
         {
             return true;
         }
     }
     return false;
 }
 
 bool InventoryContains(string name, int amount)
 {
     for (int i = 0; i < inventory.Count; i++)
     {
             if(inventory [i].itemName == name)
         {
             if (inventory [i].multiItems)
                 {
                     if (inventory [i].itemCounter >= amount) 
                     {
                         return true;
                     }
                 } else {
                     return false;
                 }
         }
     }
     return false;
 }
 
 void AddItemToExisting(int id)
 {
     for(int i = 0; i < inventory.Count; i++)
     {
         if(inventory[i].itemID == id)
         {
             inventory[i].itemCounter ++;
         }
     }
 }
 
 void AddItemToExisting(string name)
 {
     for(int i = 0; i < inventory.Count; i++)
     {
         if(inventory[i].itemName == name)
         {
             inventory[i].itemCounter ++;
         }
     }
 }

 public List<string> GetCraftable()
 {
     List<string> craftable = new List<string>();

     for(int i = 0; i < recipes.Count; i++)
     {
         foreach(var mat in recipes[i].items.Keys)
         {
             if(InventoryContains(mat, recipes[i].items[mat]))
             {
                 craftable.Add(recipes[i].itemName); 
             }
         }
     }
     return craftable;
 }

 public void Craft(string item)
 {
     List<string> craftable = GetCraftable();

     for(int i = 0; i < recipes.Count; i++)
     {
         if(recipes[i].itemName == item)
         {
             foreach(var mat in recipes[i].items.Keys)
             {
                 RemoveItem(mat, recipes[i].items[mat]);
             }
         }
     }

     AddItem(item);
 }
 

}

so im trying to add effects to my items and the effects work perfectly but for some reason every item has that effect on it for example

if(Input.GetKeyDown(KeyCode.M)) { if(inventory[i].itemType == Item.ItemType.Medicine); { RemoveItem("" + inventory[i].itemName, 1); playerHealth.GainHealth(0.1f); }
}

                     if(Input.GetKeyDown(KeyCode.F))
                     {
                         if(inventory[i].itemType == Item.ItemType.Food);
                         {
                             RemoveItem("" + inventory[i].itemName, 1);
                             playerHealth.EatFood(0.1f);
                         }    
                     }

i tried to set it up so it gets the itemType and if its a certain one like medicine it does that effect. and at first i thought it was working except that id have to use different keys for each effect. but then i realized that if i pressed that key on all the other items it used the effect. i dont know why it isnt working and i tried figuring it out but i couldnt. im still really new to scripting. So what i need to know is how to set it up so it checks the itemType and depending on the type it uses a different effect and also so i only have to press one key. Hopefully its enough details for everyone. But let me know if you need more information

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Answer by badatnames16 · Feb 19, 2015 at 08:19 PM

Ok i figured out the problem. instead of doing

 if(Input.GetKeyDown(KeyCode.F))
                      {
                          if(inventory[i].itemType == Item.ItemType.Food);
                          {
                              RemoveItem("" + inventory[i].itemName, 1);
                              playerHealth.EatFood(0.1f);
                          }    
                      }
  


i needed to do a double if statement like

 if(Input.GetKeyDown(KeyCode.U) && inventory[i].itemType == Item.ItemType.Medicine)
                         {
                                 RemoveItem("" + inventory[i].itemName, 1);
                                 playerHealth.GainHealth(0.1f);
                         }

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