public override void GenerateArmor() { Armor BanditArmor = new Armor(); BanditArmor.Name = BanditArmor.GenerateName(); BanditArmor.Defense = BanditArmor.GenerateValue(BanditArmor.Name); BanditArmor.Stats = BanditArmor.GenerateStatBonus(BanditArmor.Name); BanditArmor.Price = BanditArmor.GeneratePrice(BanditArmor.Defense, BanditArmor.Stats.StatBonus); ArmorInventory.Add(BanditArmor); ArmorEquipped.Add(BanditArmor); ApplyEquipedArmor(); }
public void ExchangeArmor(ArmorInventory inv, Armor a) { // remove the skills that the old armor had var old = Armor[a.Piece]; TotalDef -= old.Defense; Skills.RemoveAll(s => s.Slot == old.Piece); inv.RemoveArmor(a); inv.AddArmor(old); Armor.Remove(old); AddArmor(a); }
private void OnEnable() { playerMovementController ??= FindObjectOfType <PlayerMovement>(); playerCombatController ??= FindObjectOfType <PlayerCombat>(); playerInventory ??= FindObjectOfType <PlayerInventory>(); if (playerInventory == null) { return; } _weaponInventory = playerInventory.WeaponInventory; _armorInventory = playerInventory.ArmorInventory; _itemInventory = playerInventory.ItemInventory; SetUpSlots(); container.GetComponentInChildren <Selectable>().Select(); }
} // stats exclusively used in battle public Player() { if (Inventory == null) { Inventory = new ArmorInventory(); } if (Weaknesses == null) { Weaknesses = new Dictionary <string, HashSet <int> >(); } if (EnemyIndex == null) { EnemyIndex = new Dictionary <string, EIndexEntry>(); } if (ElementalAttack == null) { ElementalAttack = new List <int>(9); } if (Minions == null) { Minions = new List <Enemies.Minion>(); } if (VendorCap < 250) { VendorCap = 250; } if (CompletionTracker == null) { CompletionTracker = new List <bool>(); } }
public void GenerateSaleList() { ArmorInventory.Add(GenerateArmor()); WeaponInventory.Add(GenerateWeapon()); }