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The crafting recipes and the recipe class
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using System.Collections; | |
using System.Collections.Generic; | |
using UnityEngine; | |
namespace CraftingSystemRework | |
{ | |
[System.Serializable] | |
public class Recipes | |
{ | |
//this is so i can make a list of crafting recipes | |
public int item1, item2, resultID; | |
} | |
public class CraftingRecipes : MonoBehaviour { | |
public List<Recipes> recipes = new List<Recipes>(); | |
public int itemResultID; | |
public CraftManager craftManager; | |
public CraftResult craftResult; | |
bool recipeFound; | |
//sets up some references | |
void Awake () | |
{ | |
craftResult = GameObject.Find("Item Result").GetComponent<CraftResult>(); | |
craftManager = GetComponent<CraftManager>(); | |
} | |
//checks the list of recipes if there is a recipe | |
public void CheckRecipes (int itemID1, int itemID2) | |
{ | |
for (int i = 0; i < recipes.Count; i++) | |
{ | |
if(itemID1 == recipes[i].item1 && itemID2 == recipes[i].item2 || itemID2 == recipes[i].item1 && itemID1 == recipes[i].item2) | |
{ | |
recipeFound = true; | |
itemResultID = recipes[i].resultID; | |
print("Succes!" + itemResultID); | |
craftManager.ReceiveResultInfo(itemResultID); | |
craftResult.ShowResult(itemResultID); | |
} | |
if(i == recipes.Count - 1 && !recipeFound) | |
{ | |
craftManager.ready = false; | |
} | |
} | |
} | |
//this makes the result dissapear and turn the craft button off so you cant interact with it | |
public void BrokeRecipe () | |
{ | |
recipeFound = false; | |
craftResult.HideResult(); | |
craftManager.ready = false; | |
} | |
} | |
} |
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