fix merge

This commit is contained in:
OceanSlim 2023-01-30 00:15:27 -05:00
commit 8ee555dc27
30 changed files with 18 additions and 215 deletions

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@ -8,6 +8,8 @@ namespace SimpleInventorySystem
{ {
// Start is called before the first frame update // Start is called before the first frame update
public bool hasBeenLooted = false; public bool hasBeenLooted = false;
public bool itemsHaveBeenInstantiated = false;
public bool itemsHaveBeenHidden = false;
public List<GameObject> prefabs; public List<GameObject> prefabs;
[HideInInspector] public List<ItemUI> itemUIs; [HideInInspector] public List<ItemUI> itemUIs;
@ -21,7 +23,14 @@ namespace SimpleInventorySystem
// Update is called once per frame // Update is called once per frame
void Update() void Update()
{ {
if(hasBeenLooted && itemsHaveBeenInstantiated && itemsHaveBeenHidden)
{
foreach(ItemUI item in itemUIs)
{
item.pickUp.ItemGameObject.SetActive(false);
}
itemsHaveBeenHidden = true;
}
} }
/// <summary> /// <summary>
@ -61,6 +70,7 @@ namespace SimpleInventorySystem
} }
} }
hasBeenLooted = true; hasBeenLooted = true;
itemsHaveBeenInstantiated = true;
} }
else else
{ {

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@ -80,6 +80,12 @@ namespace SimpleInventorySystem
{ {
if(keepOldPosition) if(keepOldPosition)
ItemGameObject.transform.localPosition = oldPosition; ItemGameObject.transform.localPosition = oldPosition;
else
{
ItemGameObject.transform.SetParent(null);
ItemGameObject.transform.position = InventorySystem.instance.player.transform.position;
//ItemGameObject.transform.position += new Vector3(0, 5, 0);
}
ItemGameObject.transform.localRotation = Quaternion.Euler(oldRotation); ItemGameObject.transform.localRotation = Quaternion.Euler(oldRotation);
ItemGameObject.transform.localScale = oldScale; ItemGameObject.transform.localScale = oldScale;
HadPickedUp = false; HadPickedUp = false;

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@ -309,6 +309,7 @@ namespace SimpleInventorySystem
if (!fitImageInSlot) if (!fitImageInSlot)
{ {
ApplyRectTransformResize(); ApplyRectTransformResize();
transform.localRotation = Quaternion.Euler(0, 0, 0); // TODO: Fix this so it maintains rotation later
} }
} }

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