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Unity Game Development Scripting

You're reading from   Unity Game Development Scripting Write efficient C# scripts to create modular key game elements that are usable for any kind of Unity project

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Product type Paperback
Published in Dec 2014
Publisher
ISBN-13 9781783553631
Length 202 pages
Edition 1st Edition
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Author (1):
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Kyle D'Aoust Kyle D'Aoust
Author Profile Icon Kyle D'Aoust
Kyle D'Aoust
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Table of Contents (12) Chapters Close

Preface 1. Interactive Input FREE CHAPTER 2. GUI Time 3. Expandable Item Classes 4. Inventory 5. Enemy and Friendly AIs 6. Keeping Score 7. Creating Save and Load Systems 8. Aural Integration 9. Game Settings 10. Putting It All Together Index

Removing items


Now, we'll add the second most important aspect of inventories, removing items! This is handy for those times when a player uses their health potion, sells an item, shoots a rocket, or drops their coins!

Let's figure this out

Just like we did when we added items, let's take a moment to think about how we want to remove items from the inventory. Again, from the player's point of view, how is this done? Well when they sell the item, they are selecting the item personally. If the player shoots their gun or bow, their ammo is dispensed immediately. When the player meets their untimely death, their items may be dropped on the ground or left on their corpse to be looted by their assailant. During the selling item phase and shooting gun action, they pick what item they want to get rid of from their inventory. We will follow a similar process when removing items from the inventory.

Creating the removing function

Add the following function to the script, just below the AddToInventory function...

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