Inventory and minigame tweaks

This commit is contained in:
joonasp
2022-04-04 18:57:40 +03:00
parent e671f77c77
commit c13d671975
7 changed files with 67 additions and 11 deletions

View File

@@ -92,7 +92,7 @@ public class InventoryItem : MonoBehaviour
if (Count == 0)
{
//Destroys this gameobject if the count is 0 or lower
Destroy(this);
Destroy(gameObject);
return true;
}
UpdateText();
@@ -103,9 +103,10 @@ public class InventoryItem : MonoBehaviour
public void PopItem()
{
GameObject item = Instantiate(itemPrefab, transform.position + transform.forward, Quaternion.identity);
GameObject item = Instantiate(_itemData.prefab, transform.position + transform.forward, Quaternion.identity);
item.transform.localScale = new Vector3(1, 1, 1);
item.transform.localScale = Vector3.one;
item.transform.name = _itemData.name;
var colliderComponent = item.GetComponent<Collider>();
if (colliderComponent != null) colliderComponent.enabled = true;
@@ -117,6 +118,9 @@ public class InventoryItem : MonoBehaviour
rigidbodyComponent.useGravity = true;
}
var xrGrabInteractableComponent = item.GetComponent<XRGrabInteractable>();
if (xrGrabInteractableComponent != null) xrGrabInteractableComponent.enabled = true;
ChangeCount(-1);
}

View File

@@ -10,6 +10,7 @@ public class ItemData : MonoBehaviour
public bool canStack;
public string itemName;
public string itemDescription;
public GameObject prefab;
public override string ToString()
{