A 2D Farming RPG
This is just a simple 2D farming RPG game
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Item.cs
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1using UnityEngine;
2
3public class Item : MonoBehaviour
4{
5 [ItemCodeDescription]
6 [SerializeField]
7 private int m_ItemCode;
8
9 private SpriteRenderer m_SpriteRenderer;
10
11 public int ItemCode { get => m_ItemCode; set => m_ItemCode = value; }
12
13 private void Awake()
14 {
15 m_SpriteRenderer = GetComponentInChildren<SpriteRenderer>();
16 }
17
18 private void Start()
19 {
20 if( ItemCode != 0 )
21 {
22 Init( ItemCode );
23 }
24 }
25
31 public void Init( int itemCode )
32 {
33 if( itemCode != 0 )
34 {
35 ItemCode = itemCode;
36
37 ItemDetails itemDetails = InventoryManager.Instance.GetItemDetails( ItemCode );
38
39 m_SpriteRenderer.sprite = itemDetails.m_ItemSprite;
40
41 // If item type is reapable then add nudgeable component
42 if( itemDetails.m_ItemType == ItemType.ReapableScenary )
43 {
44 gameObject.AddComponent<ItemNudge>();
45 }
46 }
47 }
48}
ItemType
Describe the item type
Definition: Enums.cs:162
This class will manage all the inventory related operations.
This class holds information of items.
Definition: ItemDetails.cs:8
Sprite m_ItemSprite
Definition: ItemDetails.cs:12
ItemType m_ItemType
Definition: ItemDetails.cs:17
Create a class that create nudge effect on grass and some other items. When player get near items,...
Definition: ItemNudge.cs:9
Definition: Item.cs:4
void Init(int itemCode)
At the start if we have a reapable item, we add the item nudge class.
Definition: Item.cs:31
int ItemCode
Definition: Item.cs:11
int m_ItemCode
Definition: Item.cs:7
void Start()
Definition: Item.cs:18
SpriteRenderer m_SpriteRenderer
Definition: Item.cs:9
void Awake()
Definition: Item.cs:13