How could I populate a list with a gameObject during runtime?
Hey everyone, I would like to be able to populate the Weapons list with the appropriate gameobject based on the name of the Object dropped. If the object is named sword make the Weapons element0 the sword object. In the Image provided. I have been able to get to the point where the dropped Item contains the Weapons info and correct name, but not sure how I can add the weapon gameObject to the WeaponPickup Script. Not sure if this is something that can be answered here, but any help would be great to push me in the right direction.
void Update()
{
if (Input.GetMouseButtonUp(0))
{
if (!InventoryManager.Instance.eventSystem.IsPointerOverGameObject(-1) && InventoryManager.Instance.From != null)
{
InventoryManager.Instance.From.GetComponent<Image>().color = Color.white;
foreach (ItemScript item in InventoryManager.Instance.From.Items)
{
Vector3 v = new Vector3(1.5f, -1, 0);
v *= 1.5f;
GameObject tmpDrp = (GameObject)GameObject.Instantiate(dropItem, playerRef.transform.position - v, Quaternion.identity);
tmpDrp.AddComponent<ItemScript>();
tmpDrp.GetComponent<ItemScript>().Item = item.Item;
weaponName = tmpDrp.GetComponent<ItemScript>().spriteNeutral.name;
tmpDrp.name = tmpDrp.name.Replace("DropItem(Clone)", weaponName);
}
InventoryManager.Instance.From.ClearSlot();
Destroy(GameObject.Find("Hover"));
InventoryManager.Instance.To = null;
InventoryManager.Instance.From = null;
}
}
Ok, I have found something but still not there. tmpDrp.GetComponent().weapons.Add(find gameObject by weapon name); Which will add the element to the WeaponPickup, but still need to populate the element with the correct weapon based on the name of the object dropped. If that's possible.
I'm sure this is not the best way of doing this but it is now working. Took some time but this is what i did.
GameObject myWeapon = Resources.Load("PlayerWeapons/" + weaponName, typeof(GameObject)) as GameObject;
tmpDrp.GetComponent<WeaponPickup>().weapons.Add(myWeapon);
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