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Question by badatnames16 · Feb 22, 2015 at 07:31 PM · c#crafting

Help with crafting system.

 using UnityEngine;
 using System.Collections;
 using System.Collections.Generic;
 
 public class Recipe : MonoBehaviour {
 
     public string itemName;
     public Dictionary<string, int> items;
 
     public Recipe(string name, Dictionary<string, int> materials)
     {
         itemName = name;
         items = materials;
         Inventory.recipes.Add(this);
     }
 }
 //////////////////////////////////////////////////////////
 using UnityEngine;
 using System.Collections;
 using System.Collections.Generic;
 
 public class RecipeCreator : MonoBehaviour {
 
     public RecipeCreator() {
 
         Recipe WoodPlanks = new Recipe ("WoodPlanks", new Dictionary<string, int> (){
             {"Wood", 2}
         });
 
         Recipe Knife = new Recipe ("Knife", new Dictionary<string, int> (){
             {"Stick", 1}, {"Stone", 1}
         });
     }
 }
 

These are my two scripts for the crafting, everything works fine except when there is more than one material for the recipe im able to craft the item even if i only have one of the items. so when im crafting the knife i only need 1 stick or 1 stone but i want it to require both. how would i do that?

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Answer by LaireonGames · Feb 22, 2015 at 08:12 PM

I think you are sharing the wrong part of your code. This looks like a sensible way of creating your recipe but doesn't show anything about how it is read and implemented. I suggest you start looking there for your bug

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avatar image badatnames16 · Feb 22, 2015 at 08:26 PM 0
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Well this is the part of my code in my inventory script. maybe the bugs here but im not seeing anything. ($$anonymous$$ost of this script was from a tutorial, i made some changes but i'm still a beginner, so i don't fully understand it).

public List GetCraftable() { List craftable = new List();

         for(int i = 0; i < recipes.Count; i++)
         {
             foreach(var mat in recipes[i].items.$$anonymous$$eys)
             {
                 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.$$anonymous$$eys)
                 {
                     RemoveItem(mat, recipes[i].items[mat]);
                 }
             }
         }





avatar image LaireonGames · Feb 22, 2015 at 08:33 PM 0
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Yeah your bug is definitely here. Basically what you are doing, as you are seeing, is checking if any of the materials are present. Try this:

  for(int i = 0; i < recipes.Count; i++)
 {
 bool canCraft = true;
 foreach(var mat in recipes[i].items.$$anonymous$$eys)
 {
 if(!InventoryContains(mat, recipes[i].items[mat]))//basically if one of the materials are missing show this cannot be crafted
 canCraft = false;
 }
 
 if(canCraft)
 craftable.Add(recipes[i].itemName);
 }
avatar image badatnames16 · Feb 22, 2015 at 08:42 PM 0
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it worked. thank you soo much.

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