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Question by Thomas-Hawk · Dec 23, 2016 at 04:20 PM · scripting problemcontrollerinventorysyntax-errorstructure

Trying to "condense" a lot of verbose code, for an inventory system. Don't know where to start.

Right now, I have an inventory system, and I'm saying in my player's inventory script,

"If you press the thing, and have at least 1 plank, place the plank"

I got that working, so I made another buildable, and copied that code:

"If you press another thing, and have at least 1 LOG, place the log."

Now, as you can imagine, I don't want another button press for each buildable. So I'm trying to get this going:

"If you press the thing, and have at least 1 of (The integer representing the currently equipped build object) then place the (build object)."

I've been thinking of and reading on ways to tell such a script what that appropriate integer is, all I can think is "Entirely new script for each buildable, grabbing the appropriate number from the inventory and referencing that in the script" but even THEN I would have to have multiples of this little snippet, one for plankController and logController. I'd rather it have a way to know, possibly by a public variable string, which integer to look for in the IC controller.

How do I accomplish, "If you press the thing, (Input.GetKeyDown), and you have the thing, (currentObject.buildController.amount => 1), then do the thing." instead of plankController.amount, logController.amount, etc. Because then I can't have just 1 button press unless I further add "if" statements for each and every buildable. How are things like this normally dealt with?

EDIT: I could have "Build Controller" contain seperate "If it's X thing, get X int, and send "currentlyequippedint" to the inventory script. Then adding a new buildable would just be copying a few lines of code there to get the proper integer. I still, however, feel there has to be a better way.

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