using UnityEngine; using System.Collections; public class inventoryObject : MonoBehaviour { [Header ("Main Settings")] [Space] public inventoryInfo inventoryObjectInfo; [Space] [Header ("Main Inventory Object Settings")] [Space] public objectOnInventory mainObjectOnInventory; [Space] [Header ("Inventory Settings")] [Space] public bool useZoomRange = true; public float maxZoom = 30; public float minZoom = 100; public float initialZoom = 46; [Space] public Vector3 meshPositionOffset; public Vector3 meshRotationOffset; private void Start () { inventoryObjectInfo.InitializeAudioElements (); } public void useObjectOnNewBehavior (GameObject currentPlayer, int amountToUse) { if (mainObjectOnInventory != null) { mainObjectOnInventory.activateUseObjectActionOnInventory (currentPlayer, amountToUse); } } public void useObjectOnNewBehaviorWithExternalCharacter (GameObject currentPlayer, GameObject currentExternalCharacterForInventoryUsage, int amountToUse) { if (mainObjectOnInventory != null) { mainObjectOnInventory.activateUseObjectActionOnInventoryWithExternalCharacter (currentPlayer, currentExternalCharacterForInventoryUsage, amountToUse); } } public void combineObjectsOnNewBehavior (GameObject currentPlayer, inventoryInfo inventoryInfoToUse) { if (mainObjectOnInventory != null) { mainObjectOnInventory.activateCombineObjectActionOnInventory (currentPlayer, inventoryInfoToUse); } } public void carryPhysicalObjectFromInventory (GameObject currentPlayer) { if (mainObjectOnInventory != null) { mainObjectOnInventory.carryPhysicalObjectFromInventory (currentPlayer); } } public void eventOnPickObjectNewBehaviour (GameObject currentPlayer) { if (mainObjectOnInventory != null) { mainObjectOnInventory.eventOnPickObject (currentPlayer); } } public void eventOnDropObjectNewBehaviour (GameObject currentPlayer) { if (mainObjectOnInventory != null) { mainObjectOnInventory.eventOnDropObject (currentPlayer); } } public bool setObjectEquippedStateOnInventoryOnNewBehavior (GameObject currentPlayer, bool state) { if (mainObjectOnInventory != null) { return mainObjectOnInventory.setObjectEquippedStateOnInventory (currentPlayer, state); } return false; } }