using System.Collections; using System.Collections.Generic; using UnityEngine; public class PocketWatchPickable : MonoBehaviour { public void PickupPocketWatch() { var ringInventory = RingInventory.GetInstance(); var inventoryManager = InventoryManager.GetInstance(); var gameProgress = GameProgressManager.GetInstance(); if (ringInventory == null || inventoryManager == null || gameProgress == null) { Debug.LogError("PocketWatchPickable: One or more required instances are null!"); return; } if (inventoryManager.pocketWatchOnRingInventory == null) { Debug.LogError("PocketWatchPickable: pocketWatchOnRingInventory is null!"); return; } Debug.Log("Attempting to add pocket watch to inventory..."); ringInventory.AddItemToKeysAndItemsInventory(inventoryManager.pocketWatchOnRingInventory.transform); Debug.Log("Activating pocketWatchOnRingInventory..."); inventoryManager.pocketWatchOnRingInventory.SetActive(true); Debug.Log("Saving pocket watch data temporarily..."); inventoryManager.SaveTemporarilyPocketWatchInventoryItemData(true); gameProgress.PocketWatchIsObtained = true; Debug.Log("Disabling pocket watch game object..."); gameObject.SetActive(false); } }