Added inventory System
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27 changed files with 5732 additions and 148 deletions
8
Assets/(New) Items.meta
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Assets/(New) Items.meta
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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4255
Assets/(New) Items/Inventory.prefab
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4255
Assets/(New) Items/Inventory.prefab
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7
Assets/(New) Items/Inventory.prefab.meta
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Assets/(New) Items/Inventory.prefab.meta
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fileFormatVersion: 2
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guid: a6c9897145ea93b41abf3c531f857e3b
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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397
Assets/(New) Items/SlotSystem.cs
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397
Assets/(New) Items/SlotSystem.cs
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using TMPro;
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// !! ========= NOTE ========= !!
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// GetIndex_Id will return 0 as empty!
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// So make sure you dont make any items with id 0 or below!
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// !! ========= NOTE ========= !!
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/*/
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* Functions available here:
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* -> GetIndex_Name
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* -> GetIndex_Id
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* -> GetIndex_ItemType
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* -> GetIndex_SlotType
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* -> GetIndex_ItemObject
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* -> GetIndex_Slot
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*
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* -> SetIndex_Slot
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* -> Set_Slot
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* -> RemoveIndex_Slot
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* -> RemoveIndex_Slotspecial
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* -> Remove_Slot
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* -> Remove_Slotspecial
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*
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* -> UpdateIndex_Slotsobject
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* -> Update_Slotsobject
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*
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* -> setupSlot
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*
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* -> Debug_Slot
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* -> Debug_Functions
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/*/
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public class SlotSystem : MonoBehaviour
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{
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// Used to make slots specific to what item it can accept
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class slotInfo
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{
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public Item Item; // Most likely wont be needed
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public Item.ItemTypeEnum ItemType;
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public Item.SlotTypeEnum SlotType;
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public slotInfo(Item.ItemTypeEnum inputItemType, Item.SlotTypeEnum inputSlotType)
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{
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ItemType = inputItemType;
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SlotType = inputSlotType;
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}
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}
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public List<Item> slots;
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public List<Item> slots_special;
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public List<GameObject> slots_object;
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private List<slotInfo> slotInfoArray = new List<slotInfo>(); // Used to check compatibility with items that are being stored
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public int selectedSlot;
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public int selectedSlot_special;
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// TMP
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public Item tmp_Item; // Tmp
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// GetIndex_[Name] will return specific data from specified index slot
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string GetIndex_Name(int index)
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{
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if (index <= 5)
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{
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if (slots[index] != null)
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{
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return slots[index].ItemName;
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}
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}
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else if (selectedSlot_special < slots_special.Count)
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{
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if (slots_special[selectedSlot_special] != null && index == 6)
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{
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return slots_special[selectedSlot_special].ItemName;
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}
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}
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return null;
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}
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uint GetIndex_Id(int index)
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{
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if (index <= 5)
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{
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if (slots[index] != null)
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{
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return slots[index].ItemID;
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}
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}
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else if (selectedSlot_special < slots_special.Count)
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{
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if (slots_special[selectedSlot_special] != null && index == 6)
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{
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return slots_special[selectedSlot_special].ItemID;
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}
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}
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return 0; // 0 will basically mean none
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}
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Item.ItemTypeEnum GetIndex_ItemType(int index)
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{
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if (index <= 5)
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{
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if (slots[index] != null)
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{
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return slots[index].ItemType;
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}
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}
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else if (selectedSlot_special < slots_special.Count)
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{
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if (slots_special[selectedSlot_special] != null && index == 6)
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{
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return slots_special[selectedSlot_special].ItemType;
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}
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}
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return Item.ItemTypeEnum.None;
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}
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Item.SlotTypeEnum GetIndex_SlotType(int index)
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{
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if (index <= 5)
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{
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if (slots[index] != null)
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{
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return slots[index].SlotType;
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}
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}
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else if (selectedSlot_special < slots_special.Count)
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{
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if (slots_special[selectedSlot_special] != null && index == 6)
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{
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return slots_special[selectedSlot_special].SlotType;
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}
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}
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return Item.SlotTypeEnum.None;
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}
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Object GetIndex_ItemObject(int index)
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{
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if (index <= 5)
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{
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if (slots[index] != null)
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{
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return slots[index].ItemObject;
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}
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}
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else if (slots_special[selectedSlot_special] != null && index == 6)
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{
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return slots_special[selectedSlot_special].ItemObject;
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}
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return null;
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}
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Item GetIndex_Slot(int index)
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{
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if (index <= 5)
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{
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if (slots[index] != null)
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{
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return slots[index];
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}
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}
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else if (slots_special[selectedSlot_special] != null && index == 6)
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{
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return slots_special[selectedSlot_special];
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}
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return null;
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}
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// SetIndex_[Name] will set specific data to specified index slot
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bool SetIndex_Slot(int index, Item itemData)
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{
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if (slotInfoArray[index].GetType() == typeof(slotInfo))
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{
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slotInfo slotData = slotInfoArray[index];
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if (slotData.ItemType == itemData.ItemType && slotData.SlotType == itemData.SlotType)
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{
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Item oldItem = slots[index];
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Item newItem = itemData;
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tmp_Item = oldItem; // [Insert] drop / remove function here
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slots[index] = newItem;
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return true;
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}
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}
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return false;
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}
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// set_[Name] will check all indexes and if free, then place
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bool Set_Slot(Item itemData)
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{
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for (int i = 0; i < slots.Count; i++)
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{
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if (slots[i] == null && slotInfoArray[i] != null)
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{
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slotInfo slotData = slotInfoArray[i];
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if (slotData.ItemType == itemData.ItemType && slotData.SlotType == itemData.SlotType)
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{
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slots[i] = itemData;
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return true;
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}
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}
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}
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if (slotInfoArray[6].ItemType == itemData.ItemType && slotInfoArray[6].SlotType == itemData.SlotType)
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{
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for (int i = 0; i < slots_special.Count; i++)
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{
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if (slots_special[i].ItemID == itemData.ItemID)
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{
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return false;
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}
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}
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slots_special.Add(itemData);
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return true;
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}
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return false;
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}
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// removeIndex_[Name] will remove specific index from slot
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bool RemoveIndex_Slot(int index)
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{
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if (slots[index] != null)
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{
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slots[index] = null;
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return true;
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}
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return false;
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}
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bool RemoveIndex_Slotspecial(int index)
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{
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try
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{
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slots_special.RemoveAt(index);
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return true;
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}
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catch
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{
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return false;
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}
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}
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// remove_[Name] will remove all items from slot
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bool Remove_Slot()
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{
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try
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{
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for (int i = 0; i < slots.Count; i++)
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{
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slots[i] = null;
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}
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return true;
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}
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catch
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{
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return false;
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}
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}
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bool Remove_Slotspecial()
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{
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try
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{
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slots_special.RemoveRange(0, slots_special.Count);
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return true;
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}
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catch
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{
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return false;
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}
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}
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// updateIndex_[Name] will update specified index text (might come more soon)
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void UpdateIndex_Slotsobject(int index)
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{
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try
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{
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slots_object[index].transform.GetChild(3).gameObject.GetComponent<TMPro.TextMeshProUGUI>().text = GetIndex_Name(index);
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slots_object[index].transform.GetChild(4).gameObject.GetComponent<TMPro.TextMeshProUGUI>().text = "Other";
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}
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catch
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{
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Debug.LogError("Couldn't update! Possible problem to this are 'index', 'GetChild' or 'GetComponent'");
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}
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}
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// update[Name] will update all index text (might come more soon)
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void Update_Slotsobject()
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{
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try
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{
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for (int i = 0; i < slots_object.Count; i++)
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{
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slots_object[i].transform.GetChild(3).gameObject.GetComponent<TMPro.TextMeshProUGUI>().text = GetIndex_Name(i);
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slots_object[i].transform.GetChild(4).gameObject.GetComponent<TMPro.TextMeshProUGUI>().text = "Other";
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}
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} catch
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{
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Debug.LogError("Couldn't update! Possible problem INSIDE for loop are 'index', 'GetChild' or 'GetComponent'");
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}
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}
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// Other
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// Sets up slot types for different slot placement
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void setupSlot()
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{
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Item.ItemTypeEnum EnumBasicItem = Item.ItemTypeEnum.BasicItem;
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Item.ItemTypeEnum EnumSpecialItem = Item.ItemTypeEnum.SpecialItem;
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Item.SlotTypeEnum EnumMelee = Item.SlotTypeEnum.Melee;
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Item.SlotTypeEnum EnumSecondary = Item.SlotTypeEnum.Secondary;
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Item.SlotTypeEnum EnumPrimary = Item.SlotTypeEnum.Primary;
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Item.SlotTypeEnum EnumGrenede = Item.SlotTypeEnum.Grenede;
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Item.SlotTypeEnum EnumPickprop = Item.SlotTypeEnum.Pickprop;
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Item.SlotTypeEnum EnumEmpty = Item.SlotTypeEnum.Empty;
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Item.SlotTypeEnum EnumSpecial = Item.SlotTypeEnum.Special;
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slotInfoArray.Add(new slotInfo(EnumBasicItem, EnumMelee)); // 1
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slotInfoArray.Add(new slotInfo(EnumBasicItem, EnumSecondary)); // 2
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slotInfoArray.Add(new slotInfo(EnumBasicItem, EnumPrimary)); // 3
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slotInfoArray.Add(new slotInfo(EnumBasicItem, EnumGrenede)); // 4
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slotInfoArray.Add(new slotInfo(EnumBasicItem, EnumPickprop)); // 5
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slotInfoArray.Add(new slotInfo(EnumBasicItem, EnumEmpty)); // 6
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slotInfoArray.Add(new slotInfo(EnumSpecialItem, EnumSpecial)); // 7
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}
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// Debug slot
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void Debug_Slot()
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{
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for (int i = 0; i < slots.Count; i++)
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{
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if (slots[i] != null)
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{
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Debug.Log("Slot_" + i + " = " + slots[i].ItemName);
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}
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else
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{
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Debug.Log("Slot_" + i + " = Empty");
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}
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}
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for (int i = 0; i < slots_special.Count; i++)
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{
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if (slots_special[i] != null)
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{
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Debug.Log("Slot_" + i + " = " + slots_special[i].ItemName);
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}
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else
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{
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Debug.Log("Slot_" + i + " = Empty");
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}
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}
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}
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// Use this as refrence if you dont know how to use my functions
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void Debug_Functions(int Type)
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{
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Item OLDITEM = tmp_Item;
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if (Type == 0) // Using Set_[Name]
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{
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if (Set_Slot(tmp_Item))
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{
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Debug.Log(OLDITEM.ItemName + " Has been stored!");
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tmp_Item = null;
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}
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else
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{
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Debug.Log(OLDITEM.ItemName + " Couldn't find free slot");
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}
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}
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else if (Type == 1) // Using SetIndex_[Name]
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{
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if (SetIndex_Slot(selectedSlot, tmp_Item))
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{
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Debug.Log(OLDITEM.ItemName + " Has been stored and dropped old item from slot!");
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}
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else
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{
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Debug.Log(OLDITEM.ItemName + " Does not fit for this slot, try another one!");
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}
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}
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}
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// Start is called before the first frame update
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void Start()
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{
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setupSlot(); // Must setup before using any other functions
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Set_Slot(tmp_Item);
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Update_Slotsobject();
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}
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// Update is called once per frame
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void Update()
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{
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}
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}
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11
Assets/(New) Items/SlotSystem.cs.meta
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Assets/(New) Items/SlotSystem.cs.meta
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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Assets/(New) Items/TestSample.meta
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Assets/(New) Items/TestSample.meta
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Assets/(New) Items/TestSample/Empty.asset
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Assets/(New) Items/TestSample/Empty.asset
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%YAML 1.1
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%TAG !u! tag:unity3d.com,2011:
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--- !u!114 &11400000
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MonoBehaviour:
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m_ObjectHideFlags: 0
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_GameObject: {fileID: 0}
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m_EditorHideFlags: 0
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m_Script: {fileID: 11500000, guid: 5616ea767049f3f4abf778200fbf66cd, type: 3}
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m_Name: Empty
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m_EditorClassIdentifier:
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ItemName: HOLSTERED
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ItemID: 6
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ItemType: 0
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SlotType: 5
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ItemObject: {fileID: 0}
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Assets/(New) Items/TestSample/Empty.asset.meta
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Assets/(New) Items/TestSample/Empty.asset.meta
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Assets/(New) Items/TestSample/Grenede.asset
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Assets/(New) Items/TestSample/Grenede.asset
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%YAML 1.1
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%TAG !u! tag:unity3d.com,2011:
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--- !u!114 &11400000
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MonoBehaviour:
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m_ObjectHideFlags: 0
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m_CorrespondingSourceObject: {fileID: 0}
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m_Script: {fileID: 11500000, guid: 5616ea767049f3f4abf778200fbf66cd, type: 3}
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m_Name: Grenede
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m_EditorClassIdentifier:
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ItemName: GRENEDE
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ItemID: 4
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ItemType: 0
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SlotType: 3
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ItemObject: {fileID: 0}
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8
Assets/(New) Items/TestSample/Grenede.asset.meta
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8
Assets/(New) Items/TestSample/Grenede.asset.meta
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19
Assets/(New) Items/TestSample/Melee.asset
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Assets/(New) Items/TestSample/Melee.asset
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@ -0,0 +1,19 @@
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%YAML 1.1
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7
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7
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8
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8
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34
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34
Assets/Scripts/(New)/Item.cs
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using System.Collections;
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using UnityEngine;
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// Rename it later if you wish to
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BasicItem,
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SpecialItem,
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None // If needed to return null from a function
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{
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Melee,
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Secondary,
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Primary,
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Grenede,
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Pickprop,
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Empty,
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Special,
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None // If needed to return null from a function
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};
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11
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11
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@ -735,7 +759,7 @@ MonoBehaviour:
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--- !u!114 &15
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@ -777,22 +801,22 @@ MonoBehaviour:
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Loading…
Reference in a new issue