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Inventory.cs
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Inventory.cs
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using TMPro;
public class Inventory : MonoBehaviour
{
public enum ItemTypes {Wood,Stone,Iron,Coins};
public ItemTypes items;
public Dictionary<ItemTypes, int> inventory = new Dictionary<ItemTypes, int>();
public List<TextMeshProUGUI> textmesh;
// Start is called before the first frame update
void Start()
{
inventory.Add(ItemTypes.Wood, 0);
inventory.Add(ItemTypes.Stone, 0);
inventory.Add(ItemTypes.Iron, 0);
inventory.Add(ItemTypes.Coins, 0);
}
// Update is called once per frame
void Update()
{
UpdateGui(ItemTypes.Wood, textmesh[0]);
UpdateGui(ItemTypes.Stone, textmesh[1]);
UpdateGui(ItemTypes.Iron, textmesh[2]);
UpdateGui(ItemTypes.Coins, textmesh[3]);
//ADD ITEM COUNT
if (Input.GetKeyDown(KeyCode.F))
{
PickupItem(ItemTypes.Wood, Random.Range(1, 10));
}
if (Input.GetKeyDown(KeyCode.G))
{
PickupItem(ItemTypes.Stone, Random.Range(1, 5));
}
if (Input.GetKeyDown(KeyCode.H))
{
PickupItem(ItemTypes.Iron, Random.Range(1, 3));
}
if (Input.GetKeyDown(KeyCode.J))
{
PickupItem(ItemTypes.Coins, Random.Range(1, 100));
}
//RESET ITEM COUNT
if (Input.GetKeyDown(KeyCode.Z))
{
ResetItem(ItemTypes.Wood);
}
if (Input.GetKeyDown(KeyCode.X))
{
ResetItem(ItemTypes.Stone);
}
if (Input.GetKeyDown(KeyCode.C))
{
ResetItem(ItemTypes.Iron);
}
if (Input.GetKeyDown(KeyCode.V))
{
ResetItem(ItemTypes.Coins);
}
}
void PickupItem(ItemTypes i, int Count)
{
inventory[i] = inventory[i] += Count;
}
void UpdateGui(ItemTypes i, TextMeshProUGUI T)
{
T.text = i+": "+inventory[i].ToString();
}
void ResetItem(ItemTypes i)
{
inventory[i] = 0;
}
}