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81 lines (43 loc) · 1.71 KB
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using System.Collections;
using System;
using System.Collections.Generic;
using UnityEngine;
public class DatabaseMenager : MonoBehaviour
{
public MasterDatabaseSpawner db;
int pickupOrder = 0;
public delegate void NeedToRenderInventory_Del();
public static event NeedToRenderInventory_Del NeedToRenderInventory_Ev;
void AddObjectToList(bool touched, bool looked, bool interacted, string myName, string interactorName, bool ui){
itemTemplateSpawner eaten_item = db.objects.Find(MasterTemplateSpawner => MasterTemplateSpawner.ObjectType() == "item" && MasterTemplateSpawner.uniqueName == myName) as itemTemplateSpawner;
if (eaten_item != null)
{
eaten_item.isPickedUp = true;
eaten_item.orderInInventory = pickupOrder;
pickupOrder++;
NeedToRenderInventory_Ev();
}
}
/*int FindHighestValueInListOrder(List<itemTemplateSpawner> itemList){
int highestValueInOrder;
int[] valuesInList = new int[itemList.Count];;
int currentItemNumber = 0;
foreach (itemTemplateSpawner item in itemList)
{
//Debug.Log("Item number: " + currentItemNumber + "\n" + "Item order: " + item.orderInInventory);
valuesInList[currentItemNumber] = item.orderInInventory;
currentItemNumber ++;
}
Array.Sort(valuesInList);
Debug.Log(valuesInList);
highestValueInOrder = valuesInList[0];
return highestValueInOrder+1;
}*/
void RemoveObjectFromList(string objectName, bool yes){
}
void UpdateListOrder(){
}
private void Start() {
InteractWithMeObject.AteMe_Ev += AddObjectToList;
}
}