Thanks for looking, he is the entire script, again which works fine for all but archery. I thought indexOfArea would make a difference but it doesn't.
using UnityEngine;
using Invector.vItemManager;
public class Inventory_Manager : MonoBehaviour
{
public int id, amount;
public bool autoEquip = true;
private Save_Manager save_Manager;
public enum Type
{
UnequipItem,
DestroyItem,
DropItem
}
public Type type = Type.UnequipItem;
[Tooltip("Immediately equip the item ignoring the Equip animation")]
public bool immediate = true;
[Tooltip("Index Area of your Inventory Prefab")]
public int indexOfArea;
private void Start()
{
save_Manager = FindObjectOfType<Save_Manager>();
Save_Manager.eWeapon = 0;
}
public void AddWeapon()
{
var itemManager = GetComponent<vItemManager>();
print("Fired 3");
if (itemManager)
{
if (id == 25)
{
print("Fired 25");
var reference = new ItemReference(id);
reference.amount = amount;
reference.autoEquip = autoEquip;
itemManager.AddItem(reference);
Save_Manager.eWeapon = 25;
}
}
}