---
description: >-
  Code modifications that must be manually included into PlayerController in
  order for the Inventory System logic to be included in the MiniGame logic.
---

# PlayerController Mods

The Video below shows configurations that are required for integrating the Inventory System with the MiniGame. &#x20;

I**MPORTANT - You may need to download updated Inventory System Files:** If you have InventoryDisplay behavior as shown at the end of this video where **each diamond occupies a separate inventory slot** - then download and install this package with updated [Inventory System Files:  ](https://utdallas.box.com/s/v4o36lcfsmoyz4ig9tuuvdyidezacxar)_You may need to re-attach InventoryDisplay.cs to the InventoryDisplay Prefab_

{% embed url="https://youtu.be/T2OIgqNcYA4" %}
See updated code links if you have InventoryDisplay issues described above.
{% endembed %}

**Code Updated Apr 13, 2019**

Updated Code Inventory System Code Files - Due to a change in the way the scriptableObjects are attached to the PickUp prefabs, the Inventory System files were changed so that the InventoryDisplay's Dictionary has been changed from Dictionary< ItemInstance, int> , where prior versions were able to recognize that Scriptable Object ItemInstances of the same type:  IE: Gem.Sapphire were all identical, meaning they had the same memory-address.  To fix this issue, a new field had to be added to the Item class:  **`public string instanceType,`** where this must be set in the constructor for the child classes.

## Updated code for PlayerController

* Note: There will be additional modifications, not included here, which include UnityEvents used in LevelManager and Collisions with Water, Exit, and AudioClips
  * [ Final PlayerController\_v3](../../../../project-4-code-mods/project-4-code/class-code-examples/playercontrollerv3-mods)

**Modified Content: in onTriggerEnter( )**

* Added: `GameData.InstanceRef.AddItem( item.itemInstance )`, so that we add the item to the GameData inventory.
* Modified:  Code when gameObject has tag 'Hazard', to incorporate logic for gameObjects with Hazard Component (has no ItemInstance ) instead of using the PickUp Component on Hazard Items.

## Code - PlayerController.cs - For Inventory System

**Updated Apr 13, 2019**

```java
using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class PlayerController : MonoBehaviour {
public enum HeroState { idle, walk, jump, dead }
private Rigidbody2D rb2D; //declare the variable
public float forceX = 50f; //this is probably too small
private bool facingRight;

public bool grounded; //tracks if player is touching ground
private bool jump; //has jump key (spacebar been pressed - last)
public Transform groundCheck; //set in inspector, (add child to player - empty gameObject at player's feet)
public LayerMask groundLayer; //set in inspector
public float groundCheckRadius = 0.2f; //modify as needed
public float jumpForce = 8f; //modify as needed

private Animator animator;

// Use this for initialization
void Start () {
rb2D = GetComponent< Rigidbody2D >(); ///we made the connection with the component
facingRight = true;
animator = GetComponent<Animator>();
animator.SetInteger("HeroState",(int) HeroState.idle);

}
//Fixed Update is called at regular time intervals - use with Physics2D
void FixedUpdate () {
    float inputX = Input.GetAxis("Horizontal"); //-1, 0, 1
    bool isWalking = Mathf.Abs(inputX) > 0;

    grounded = Physics2D.OverlapCircle(groundCheck.position,         groundCheckRadius, groundLayer);

    bool jumpPressed = Input.GetButtonDown("Jump"); //spacebar was last key pressed

    if (jumpPressed)
    {
        jump = true;
    }
    else
    {
        jump = false;
    }

    if ( isWalking){

        if( inputX > 0 && !facingRight){
        Flip();
        }
        else if(inputX < 0 && facingRight){
        Flip();
        }
    rb2D.velocity = new Vector2(0, rb2D.velocity.y);
    rb2D.AddForce(new Vector2(inputX * forceX , 0));
    animator.SetInteger("HeroState", (int)HeroState.walk);
    } //end if isWalking
    else
    {
    animator.SetInteger("HeroState", (int)HeroState.idle);
    } //end else

    if( jump && grounded)
    {
    animator.SetInteger("HeroState", (int)HeroState.jump);
    rb2D.velocity = new Vector2(rb2D.velocity.x, 0); //zero out velocity.y, maintain velocity.x
    rb2D.AddForce(new Vector2(0f, jumpForce), ForceMode2D.Impulse); //add force as impulse

    }

} //end Fixed UPdate

/// <summary>
/// THIS IS THE EVENT that starts the chain reaction of events
/// </summary>
/// <param name="collision">Collision.</param>
//Customize to your game needs
private void OnTriggerEnter2D(Collider2D collision)
    {
        if (collision.CompareTag("Collectible"))
        {
            //update score
            PickUp item = collision.GetComponent<PickUp>();
            GameData.instanceRef.Add(item.Value); //points for each specific item's value

            //ADD THIS NEW CODE FOR INVENTORY SYSTEM
            GameData.instanceRef.AddItem(item.itemInstance); //points for each specific item's value

            Debug.Log("Hit collectible");
            Destroy(collision.gameObject);
        }
        else if (collision.CompareTag("Hazard"))
        {
            //decrease health
            //what type of object has tag "Hazard"
            //ADD THIS NEW CODE FOR INVENTORY SYSTEM - HAZARD COMPONENT
            Hazard hazardItem = collision.GetComponent<Hazard>();

            if (hazardItem != null)
            {
            GameData.instanceRef.TakeDamage(hazardItem.Value);
            }
            else
            {
                Debug.Log("Collided with a different type Hazard");
                //TODO add code for Hazard-type items
                PickUp item = collision.GetComponent<PickUp>();
                GameData.instanceRef.TakeDamage(item.Value);
            }
            Destroy(collision.gameObject);
        }
        else
        {
            Debug.Log("Hit Something Else");
        }
    } //end function

private void Flip(){
    facingRight = !facingRight; //toggle this value
    Vector3 theScale = transform.localScale;
    theScale.x *= -1; //we have changed the value
    transform.localScale = theScale;
}

} //end Class
```
