Hi Chris, is there any way to check if the container is full or not? Thanks.
Not built-in, but it's a good suggestion.
Here's a custom Action (ActionContainerCheckFull) that should do it:
using UnityEngine; #if UNITY_EDITOR using UnityEditor; #endif namespace AC { [System.Serializable] public class ActionContainerCheckFull : ActionCheck { public Container container; public int containerID; private Container runtimeContainer; public bool useActive; public override ActionCategory Category { get { return ActionCategory.Container; }} public override string Title { get { return "Is full"; }} public override void AssignValues (List<ActionParameter> parameters) { if (useActive) { runtimeContainer = KickStarter.playerInput.activeContainer; } else { runtimeContainer = AssignFile <Container> (constantID, container); } } public override bool CheckCondition () { return runtimeContainer && runtimeContainer.IsFull; } #if UNITY_EDITOR public override void ShowGUI () { useActive = EditorGUILayout.Toggle ("Check active container?", useActive); if (!useActive) { ComponentField ("Container:", ref container, ref constantID); } } #endif } }
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Not built-in, but it's a good suggestion.
Here's a custom Action (ActionContainerCheckFull) that should do it: