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Can pick to clone inventory on start

master
JoshuaReason 5 years ago
parent
commit
481f43b867
7 changed files with 50 additions and 1 deletions
  1. +8
    -0
      Assets/Models.meta
  2. +8
    -0
      Assets/Plugins/IngameDebugConsole/Android.meta
  3. +8
    -0
      Assets/Plugins/IngameDebugConsole/Prefabs.meta
  4. +8
    -0
      Assets/Plugins/IngameDebugConsole/Scripts.meta
  5. +8
    -0
      Assets/Plugins/IngameDebugConsole/Sprites/Unused.meta
  6. +2
    -1
      Assets/Scripts/Character.cs
  7. +8
    -0
      Assets/Scripts/LogicBlocks.meta

+ 8
- 0
Assets/Models.meta View File

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+ 8
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Assets/Plugins/IngameDebugConsole/Android.meta View File

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Assets/Plugins/IngameDebugConsole/Prefabs.meta View File

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+ 8
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Assets/Plugins/IngameDebugConsole/Scripts.meta View File

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Assets/Plugins/IngameDebugConsole/Sprites/Unused.meta View File

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+ 2
- 1
Assets/Scripts/Character.cs View File

@ -21,6 +21,7 @@ public class Character : MonoBehaviour
[Tooltip("Current Inventory of the player")]
public Inventory Inventory;
public bool CloneInventoryOnStart = false;
[SerializeField]
[Tooltip("Character to display")]
@ -36,7 +37,7 @@ public class Character : MonoBehaviour
private void Start()
{
if (Inventory != null)
if (Inventory != null && CloneInventoryOnStart)
Inventory = Inventory.Clone(Inventory);
//If no starting block find one below it

+ 8
- 0
Assets/Scripts/LogicBlocks.meta View File

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