added inventory
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91
Assets/Scripts/Inventory.cs
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91
Assets/Scripts/Inventory.cs
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using UnityEngine;
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using System.Collections.Generic;
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public class Inventory : MonoBehaviour
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{
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// A fixed array of 10 slots
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[Header("Exactly 10 Slots")]
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public Item[] slots = new Item[10];
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public int currentSlot = 0;
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[SerializeField] private Transform handSlot;
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private GameObject currentSpawnedItem;
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void Update()
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{
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float scroll = Input.GetAxis("Mouse ScrollWheel");
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if (scroll > 0f)
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{
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SelectPreviousSlot();
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}
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else if (scroll < 0f)
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{
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SelectNextSlot();
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}
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}
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/// <summary>
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/// Adds an item to the first available slot (if any).
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/// </summary>
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public void AddItem(Item newItem)
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{
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for (int i = 0; i < slots.Length; i++)
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{
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if (slots[i] == null)
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{
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slots[i] = newItem;
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break;
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}
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}
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// Optional: if no item is equipped yet, equip slot 0, etc.
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// if (currentSpawnedItem == null) EquipSlot(0);
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}
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private void SelectNextSlot()
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{
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currentSlot = (currentSlot + 1) % slots.Length;
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EquipSlot(currentSlot);
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// Force the UI to re-check which slot is active
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var ui = FindObjectOfType<InventoryUI>();
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if (ui != null)
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{
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ui.RefreshUI();
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}
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}
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private void SelectPreviousSlot()
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{
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currentSlot = (currentSlot - 1 + slots.Length) % slots.Length;
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EquipSlot(currentSlot);
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var ui = FindObjectOfType<InventoryUI>();
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if (ui != null)
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{
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ui.RefreshUI();
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}
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}
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public void EquipSlot(int slotIndex)
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{
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if (currentSpawnedItem != null)
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{
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Destroy(currentSpawnedItem);
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}
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Item itemInSlot = slots[slotIndex];
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GameObject prefab = itemInSlot != null ? itemInSlot.GetPrefab() : null;
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if (prefab != null && handSlot != null)
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{
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currentSpawnedItem = Instantiate(prefab, handSlot.position, handSlot.rotation, handSlot);
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currentSpawnedItem.transform.localPosition = Vector3.zero;
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currentSpawnedItem.transform.localRotation = Quaternion.identity;
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}
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else
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{
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currentSpawnedItem = null;
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}
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}
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}
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2
Assets/Scripts/Inventory.cs.meta
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2
Assets/Scripts/Inventory.cs.meta
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fileFormatVersion: 2
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guid: b4448f3fbbe07214daca35863b8c4da4
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58
Assets/Scripts/InventoryUI.cs
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58
Assets/Scripts/InventoryUI.cs
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using UnityEngine;
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using UnityEngine.UI;
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public class InventoryUI : MonoBehaviour
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{
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[SerializeField] private Image[] slotImages; // 10 UI Images
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[SerializeField] private Inventory inventory; // The fixed-slot Inventory
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// These let you pick highlight/normal colors in the Inspector
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[SerializeField] private Color normalColor = Color.white;
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[SerializeField] private Color highlightColor = Color.yellow;
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void Start()
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{
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RefreshUI();
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}
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public void RefreshUI()
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{
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for (int i = 0; i < slotImages.Length; i++)
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{
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Item itemInSlot = inventory.slots[i];
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if (itemInSlot != null && itemInSlot.itemIcon != null)
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{
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slotImages[i].sprite = itemInSlot.itemIcon;
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slotImages[i].color = normalColor;
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}
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else
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{
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slotImages[i].sprite = null;
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slotImages[i].color = new Color(1,1,1,0); // or Color.clear
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}
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}
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HighlightSlot(inventory.currentSlot); // after we set sprites, highlight the active slot
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}
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private void HighlightSlot(int slotIndex)
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{
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// Make sure it's a valid index
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if (slotIndex < 0 || slotIndex >= slotImages.Length)
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return;
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// Set all slots to normal color
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for (int i = 0; i < slotImages.Length; i++)
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{
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// If the slot is empty, you might want to leave it "clear"
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// but let's just do normalColor for demonstration:
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if (slotImages[i].sprite == null)
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slotImages[i].color = new Color(1,1,1,0); // keep empty slot invisible
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else
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slotImages[i].color = normalColor;
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}
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// Now highlight the active slot
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slotImages[slotIndex].color = highlightColor;
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}
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}
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2
Assets/Scripts/InventoryUI.cs.meta
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2
Assets/Scripts/InventoryUI.cs.meta
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fileFormatVersion: 2
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guid: 04c5a8e0fda20d0428e7fc4099db147c
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10
Assets/Scripts/Item.cs
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10
Assets/Scripts/Item.cs
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using UnityEngine;
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[CreateAssetMenu(fileName = "NewItem", menuName = "Inventory/Item")]
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public class Item : ScriptableObject
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{
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public string itemName;
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public Sprite itemIcon;
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[SerializeField] public Object itemPrefab;
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public GameObject GetPrefab() => itemPrefab as GameObject;
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}
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2
Assets/Scripts/Item.cs.meta
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2
Assets/Scripts/Item.cs.meta
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@ -0,0 +1,2 @@
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fileFormatVersion: 2
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guid: 9d572cf34af0fc14981c6699e965994d
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@ -1,5 +1,4 @@
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using UnityEngine;
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using UnityEngine.UI;
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using TMPro;
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public class PickUpKeyCard : MonoBehaviour
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@ -10,26 +9,25 @@ public class PickUpKeyCard : MonoBehaviour
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[SerializeField] private Animator objectAnimator;
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[SerializeField] private string animationName = "PickupAnimation";
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[SerializeField] private AudioClip pickupSound = null;
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[SerializeField] private string keyCardName = "Deck D key card";
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[SerializeField] private KeyCardPlayer keyCardPlayer = null;
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[SerializeField] private float interactionDistance = 5.0f;
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[SerializeField] private Item keyCardItem;
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[SerializeField] private Inventory playerInventory;
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private bool isPickedUp = false;
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void Awake()
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{
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outline = GetComponent<Outline>();
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if (outline != null)
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{
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outline.enabled = true;
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}
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if (interactionPrompt != null)
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{
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interactionPrompt.enabled = false;
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}
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}
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void Update()
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{
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@ -49,44 +47,51 @@ public class PickUpKeyCard : MonoBehaviour
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if (Input.GetMouseButtonDown(0))
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{
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isPickedUp = true;
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// mark key card as picked up
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// Mark key card as picked up in your custom script
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if (keyCardPlayer != null)
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{
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keyCardPlayer.hasKeyCard = true;
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// Add the keycard to player's inventory
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if (playerInventory != null && keyCardItem != null)
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{
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playerInventory.AddItem(keyCardItem);
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gameObject.SetActive(false);
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// Refresh the UI
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InventoryUI inventoryUI = FindObjectOfType<InventoryUI>();
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if (inventoryUI != null)
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{
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inventoryUI.RefreshUI();
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}
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}
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if (outline != null)
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{
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outline.enabled = false;
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}
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if (interactionPrompt != null)
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{
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interactionPrompt.enabled = false;
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}
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// Play pickup animation
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if (objectAnimator != null)
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{
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objectAnimator.Play(animationName, 0, 0.0f);
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}
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// Play sound
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if (pickupSound != null)
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{
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SoundFXManager.instance.PlaySound(pickupSound, transform, 1.5f);
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}
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}
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}
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else
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{
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if (interactionPrompt != null)
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{
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interactionPrompt.enabled = false;
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}
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}
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}
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else
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{
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if (interactionPrompt != null)
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{
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interactionPrompt.enabled = false;
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}
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}
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}
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}
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}
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Loading…
Reference in New Issue
Block a user