Added item trashcan and mechanic for it, fixed audio bug, v1.3.1
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51
Assets/Scripts/InventoryTrash.cs
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51
Assets/Scripts/InventoryTrash.cs
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.UI;
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namespace Assets.Scripts
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{
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public class InventoryTrash : MonoBehaviour
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{
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public Texture close;
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public Texture open;
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// Start is called before the first frame update
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void Start()
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{
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}
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// Update is called once per frame
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void Update()
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{
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}
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public void onMouseEnter()
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{
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gameObject.GetComponent<RawImage>().texture = open;
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}
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public void onMouseLeave()
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{
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gameObject.GetComponent<RawImage>().texture = close;
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}
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public void deleteItem()
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{
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InventorySlot toDelete = GameObject.Find("Inventory").GetComponent<Inventory>().getDrag().GetComponent<InventorySlot>();
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if (toDelete.place == ItemPlace.BAG)
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{
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toDelete.removeItem();
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}
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else
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{
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toDelete.removeEquip();
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}
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GameObject.Find("Inventory").GetComponent<Inventory>().dragImage.GetComponent<RawImage>().color = new Color(0, 0, 0, 0);
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GameObject.Find("Inventory").GetComponent<Inventory>().dragImage.GetComponent<RawImage>().texture = null;
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GameObject.Find("Inventory").GetComponent<Inventory>().dragImage.transform.position = new Vector3(0, 0, 0);
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}
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}
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}
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