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I wanna make a simple inventory system that can hold three objects But I can't get it to work.
I have two scripts One Script that is placed on items to be picked up and one for scrolling through a inventory size of 3. I have a gameobject called inventoryholder and it has three inventoryslots each with a place for each game object to go to. The problem is that only one of the inventory slots work. I removed some of the code that caused errors so my code looks Incomplete
Script One: using System.Collections; using System.Collections.Generic;
using UnityEngine;
public class PickUpItems : MonoBehaviour { public Rigidbody rb; public BoxCollider coll; public Transform player, ObjectContainer, ObjectContainer2, ObjectContainer3, fpsCam; private bool inventoryOne; private bool inventoryThree; private bool inventoryTwo;
public float pickupRange;
public float DropForwardForce, upwardForce;
public bool equipped;
public static bool slotFull;
public GameObject ScriptInv;
private void Start()
{
if (!equipped)
{
rb.isKinematic = false;
coll.isTrigger = false;
slotFull = false;
}
if (equipped)
{
rb.isKinematic = true;
coll.isTrigger = true;
slotFull = true;
}
}
private void Update()
{
Vector3 distanceToPlayer = player.position - transform.position;
if (!equipped && distanceToPlayer.magnitude <= pickupRange && Input.GetKeyDown(KeyCode.E) && !slotFull)
{
Pickup();
}
if (equipped && Input.GetKeyDown(KeyCode.G))
{
Debug.Log("Dropped");
Drop();
}
}
private void Pickup()
{
equipped = true;
slotFull = true;
rb.isKinematic = true;
coll.isTrigger = true;
transform.SetParent(ObjectContainer);
transform.localPosition = Vector3.zero;
transform.localRotation = Quaternion.Euler(Vector3.zero);
}
private void Drop()
{
equipped = false;
slotFull = false;
rb.isKinematic = false;
coll.isTrigger = false;
transform.SetParent(null);
rb.velocity = player.GetComponent<Rigidbody>().velocity;
rb.AddForce(fpsCam.forward * DropForwardForce, ForceMode.Impulse);
rb.AddForce(fpsCam.up * upwardForce, ForceMode.Impulse);
}
} End OF One Script Two:
using UnityEngine;
public class InventoryHolder : MonoBehaviour {
public int selectedInventory = 0;
// Start is called before the first frame update
void Start()
{
selectInventorySlot();
}
// Update is called once per frame
void Update()
{
int previousInv = selectedInventory;
if (Input.GetAxis("Mouse ScrollWheel") > 0f)
{
if (selectedInventory >= 2)
selectedInventory = 0;
else
selectedInventory++;
}
if (Input.GetAxis("Mouse ScrollWheel") < 0f)
{
if (selectedInventory <= 0)
selectedInventory = 2;
else
selectedInventory--;
}
if (previousInv != selectedInventory)
{
selectInventorySlot();
}
}
void selectInventorySlot()
{
int i = 0;
foreach (Transform Inv in transform)
{
if (i == selectedInventory)
Inv.gameObject.SetActive(true);
else
Inv.gameObject.SetActive(false);
i++;
}
}
} End Of Two If anyone can help me figure out how to make the items show up in the other inventory slots as right now it only works in one and you can only hold one item at a time despite having the ability to change inventory slots to two extra empty hands.
Your answer
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