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Question by goodloejalen · Jan 30, 2018 at 02:51 AM · guiinventoryidstacking

Inventory stacking

So im trying to implement staking in my game this is my item script

 using UnityEngine;
 
 /* The base item class. All items should derive from this. */
 
 [CreateAssetMenu(fileName = "New Item", menuName = "Inventory/Item")]
 public class Item : ScriptableObject
 {
 
     new public string name = "New Item";    // Name of the item
     public Sprite icon = null;              // Item icon
     public bool showInInventory = true;
     public bool isStackable = true;
     public int itemID;
     public int itemCurrentStack;
 
 
     // Called when the item is pressed in the inventory
     public virtual void Use()
     {
         // Use the item
         // Something may happen
     }
 
     // Call this method to remove the item from inventory
     public void RemoveFromInventory()
     {
         Inventory.instance.Remove(this);
     }
 
 }
 

And my inventory script

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class Inventory : MonoBehaviour {
 
     #region Singleton
 
     public static Inventory instance;
 
     void Awake ()
     {
         instance = this;
     }
 
     #endregion
 
     public delegate void OnItemChanged();
     public OnItemChanged onItemChangedCallback;
 
     public int space = 10;    // Amount of item spaces
 
     // Our current list of items in the inventory
     public List<Item> items = new List<Item>();
 
     // Add a new item if enough room
     public void Add (Item item)
     {
         if (item.showInInventory) {
             if (items.Count >= space) {
                 Debug.Log ("Not enough room.");
                 return;
             }
 
             items.Add (item);
 
             if (onItemChangedCallback != null)
                 onItemChangedCallback.Invoke ();
         }
     }
 
     // Remove an item
     public void Remove (Item item)
     {
         items.Remove(item);
 
         if (onItemChangedCallback != null)
             onItemChangedCallback.Invoke();
     }
 
 }
 

I thought the best way to do this was to check if an ID was already in the inventory if it was to the number in the text component on the gui but idk how to do that. help :/

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Answer by berndunity · Aug 17, 2018 at 08:49 AM

Use a foreache loop to see if a item added has the same name as another item in your inventory. To have it work you need a array or a list or something like that. If it has the same then add 1 to a itemcount. For me that worked.

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