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Question by HuskyPanda213 · Jun 18, 2013 at 05:25 PM · inventory

Pickup/Save List not working. :(

Im making a game, and I have a inventory script but its not adding an Item when I activate the pickup script with the key. I know the pickup script works, but the item is not being added to the Unlocked list. Here is my code. Also I named both the guns in the pickup and listofguns with the same name.

Pickup Script:

 using UnityEngine;
 using System.Collections;
 
 public class GunPickup : MonoBehaviour {
     public string Name;
     public GameObject Player;
     public float maxdist = 2f;
     // Use this for initialization
     void Start () {
     
     }
     
     // Update is called once per frame
     void Update () {
     Player = GameObject.FindGameObjectWithTag("Player");
     float dist = Vector3.Distance(Player.transform.position, transform.position);
         
     if(dist < maxdist){
     if(Input.GetButton("Pickup")){
         PlayerPrefs.GetInt(Name,1);
         Object.Destroy(gameObject);
     }
     }
     }
     
 }


 Inventory Script:


 using UnityEngine;
 using System.Collections;
 using System.Collections.Generic;
 
 public class Inventory : MonoBehaviour {
     
     public List<InventoryGun> listOfGuns = new List<InventoryGun>();
     public List<InventoryGun> UnlockedGuns = new List<InventoryGun>();
     public string currentWeapon;
     
     public bool isInventory = false;
     
     public static Inventory instance;
     
     void Start () {
     SyncGuns();
     instance = this;
     }
     
     void Update () {
     if(Input.GetButtonUp("Inventory")){
             isInventory = !isInventory;
         }
     foreach(InventoryGun gu in listOfGuns){
         gu.isUnlocked = PlayerPrefs.GetInt(gu.Name);
         if(gu.isUnlocked == 1){
             InventoryGun temp = new InventoryGun();
             temp.Name = gu.Name;
             temp.GunObject = transform.Find("Aim/Revolver");
             UnlockedGuns.Add(temp);
             Debug.Log("ItemAdded");
         }
     }
     }
     
     void OnGUI(){
         DisplayInventory();
     }
     
     public void DisplayInventory(){
         if(isInventory){
             GUILayout.BeginArea(new Rect(Screen.width / 2 - 120, 30,240,230),"Inventory","box");
             GUILayout.Space(23);
             foreach(InventoryGun gu in UnlockedGuns){
                 if(GUILayout.Button(gu.Name)){
                     currentWeapon = gu.Name;
                     SyncGuns();
                 }
             }
             GUILayout.EndArea();
         }
     }
     
     public void SyncGuns(){
         foreach(InventoryGun gu in listOfGuns){
             if(gu.Name == currentWeapon){
                 gu.GunObject.gameObject.SetActive(true);
             }
             else{
                 gu.GunObject.gameObject.SetActive(false);
             }
         }
     }
     
 }
 [System.Serializable]
 public class InventoryGun{
     public string Name = "New Gun";
     public int ClipSize = 10;
     public Transform GunObject;
     public int isUnlocked;
 }





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