using System; using System.Collections; using System.Collections.Generic; using UnityEngine; public class Inventory : MonoBehaviour { #region Singleton public static Inventory instance; private void Awake() { if(instance != null) { Debug.LogWarning("More than one instance of Inventory found"); } instance = this; } #endregion public Dictionary items; public const int inventorySpace = 28; public delegate void onItemChanged(); public onItemChanged onItemChangedCallback; private void Start() { items ??= new Dictionary(); } public void tempAddItem(Item item) { Debug.Log("AWSD"); AddItem(item, 1); } public void AddItem(Item item, int amount) { if(items.Count >= inventorySpace) { Debug.Log("Not enough inventory space!"); return; } Debug.Log("ASDADADWDASDWD"); if(!items.ContainsKey(item)) { items.Add(item, amount); } else { items[item] += amount; } onItemChangedCallback?.Invoke(); } public void removeItem(Item item, int amount) { items.Add(item, -amount); onItemChangedCallback?.Invoke(); } }