add some extra assets FX and SFX

This commit is contained in:
Robii Aragon
2026-03-29 23:03:14 -07:00
parent 6ef3eb1535
commit 24dc66a81e
10142 changed files with 2535978 additions and 36608 deletions

View File

@@ -16,6 +16,8 @@ public class craftingSystem : MonoBehaviour
public bool ignoreCheckMaterialsNeededToCraftEnabled;
public bool spawnAllInventoryObjects;
[Space]
[Header ("Blueprints/recipes unlocked")]
[Space]
@@ -231,10 +233,37 @@ public class craftingSystem : MonoBehaviour
mainInventorymanager.removeObjectAmountFromInventory (objectIndex, amountToMove);
}
public bool checkIfPlayerInventoryIsFull (string inventoryObjectName, int inventoryObjectAmount)
{
bool isInventoryFull = mainInventorymanager.isInventoryFull ();
if (isInventoryFull) {
return true;
}
if (mainInventorymanager.existInventoryInfoFromName (inventoryObjectName)) {
inventoryInfo currentInventoryInfo = new inventoryInfo (mainInventorymanager.getInventoryInfoByName (inventoryObjectName));
if (currentInventoryInfo.inventoryGameObject != null) {
bool enoughFreeSpace = mainInventorymanager.checkIfObjectCanBeStored (currentInventoryInfo.inventoryGameObject, inventoryObjectAmount);
return enoughFreeSpace;
} else {
print ("WARNING: Inventory object called " + inventoryObjectName + " not found or is not configured properly in the inventory list manager");
}
} else {
print ("WARNING: Inventory object called " + inventoryObjectName + " not found or is not configured properly in the inventory list manager");
}
return false;
}
public void giveInventoryObjectToCharacter (string objectName, int objectAmount)
{
applyDamage.giveInventoryObjectToCharacter (playerGameObject, objectName, objectAmount,
positionToSpawnObjectsIfNotSpaceOnInventory, 0, 2, ForceMode.Force, 0, false, false, false);
positionToSpawnObjectsIfNotSpaceOnInventory, 0, 2, ForceMode.Force, 0, spawnAllInventoryObjects, false, true);
}
public List<inventoryInfo> getInventoryList ()
@@ -612,10 +641,12 @@ public class craftingSystem : MonoBehaviour
mainCraftingUISystem.setCraftObjectInTimeInfoList (newCraftObjectInTimeSimpleInfoList);
}
public void setOpenFromWorkbenchState (bool state, List<string> newObjectCategoriesToCraftAvailableOnCurrentBench)
public void setOpenFromWorkbenchState (bool state, List<string> newObjectCategoriesToCraftAvailableOnCurrentBench,
bool allowToCraftAllObjectsOnCurrentBenchValue)
{
if (mainCraftingUISystem != null) {
mainCraftingUISystem.setOpenFromWorkbenchState (state, newObjectCategoriesToCraftAvailableOnCurrentBench);
mainCraftingUISystem.setOpenFromWorkbenchState (state, newObjectCategoriesToCraftAvailableOnCurrentBench,
allowToCraftAllObjectsOnCurrentBenchValue);
menuOpenedFromWorkbench = state;
}