public checkIfItemAllreadyExist ( int itemID, int itemValue ) : bool | ||
itemID | int | |
itemValue | int | |
Résultat | bool |
public bool checkIfItemAllreadyExist(int itemID, int itemValue)
{
updateItemList();
int stack;
for (int i = 0; i < ItemsInInventory.Count; i++)
{
if (ItemsInInventory[i].itemID == itemID)
{
stack = ItemsInInventory[i].itemValue + itemValue;
if (stack <= ItemsInInventory[i].maxStack)
{
ItemsInInventory[i].itemValue = stack;
GameObject temp = getItemGameObject(ItemsInInventory[i]);
if (temp != null && temp.GetComponent<ConsumeItem>().duplication != null)
temp.GetComponent<ConsumeItem>().duplication.GetComponent<ItemOnObject>().item.itemValue = stack;
return true;
}
}
}
return false;
}
// Update is called once per frame void Update() { if (_inventory != null && UserControl.PickupItem) { float distance = Vector2.Distance(new Vector2(this.gameObject.transform.position.x, this.gameObject.transform.position.y), new Vector2(_player.transform.position.x, _player.transform.position.y)); print("distance: " + distance); if (distance <= 1.3) { sceneManager.GetComponent <MySceneManager>().removeFromGearList(this.gameObject); bool check = _inventory.checkIfItemAllreadyExist(item.itemID, item.itemValue); if (check) { Destroy(this.gameObject); } else if (_inventory.ItemsInInventory.Count < (_inventory.width * _inventory.height)) { _inventory.addItemToInventory(item.itemID, item.itemValue); _inventory.updateItemList(); _inventory.stackableSettings(); Destroy(this.gameObject); } } } if (_inventory != null && UserControl.GetGearsBack) { addItemToInv(item.itemID, item.itemValue); } }