Beispiel #1
0
 public void ChangeWeapon(ItemPickUp weaponPickUp)
 {
     if (!characterDefinition.UnEquipWeapon(weaponPickUp, characterInventory, characterWeaponSlot))
     {
         characterDefinition.EquipWeapon(weaponPickUp, characterInventory, characterWeaponSlot);
     }
     else
     {
         characterDefinition.EquipWeapon(weaponPickUp, characterInventory, characterWeaponSlot);
     }
 }
 public void ChangeWeapon(ItemPickUp weaponPickup)
 {
     if (!characterDefinition.UnequipWeapon(weaponPickup, inventory, characterWeaponSlot))
     {
         characterDefinition.EquipWeapon(weaponPickup, inventory, characterWeaponSlot);
     }
 }
Beispiel #3
0
 public void ChangeWeapon(ItemPickUp weaponPickUp)
 {
     if (!CharacterDefinition.UnEquipWeapon(weaponPickUp, CharacterWeaponSlot))
     {
         CharacterDefinition.EquipWeapon(weaponPickUp, CharacterWeaponSlot);
         weaponPickUp.gameObject.SetActive(false); //Want to destroy it, but somehow it bugs destroy of the weapon in character hand
     }
 }
    // We are making use of the previously wrote Method UnEquipWeapon in CharacterStats_SO which is very smart

    // We need to check if the Current item we want to add is allready equiped and if it is we need to remove it.
    // To make room for a new GameObject.
    // We now have defined the characters Inventors and weaponSlot in the field region. And are to use them now!!!!!!!!!!!!
    // We dont need to pass them because this class has direct access to them wtf am i doing????

    // ChangeWeapon needs to be able to Equip and UnEquip weapons.
    #endregion
    public void ChangeWeapon(ItemPickUp weaponPickUp)
    {
        // Logic statement here!
        if (!charDefinition.UnEquipWeapon(weaponPickUp, charInv, charWeaponSlot))
        {
            charDefinition.EquipWeapon(weaponPickUp, charInv, charWeaponSlot);
        }
    }
Beispiel #5
0
    void Start()
    {
        if (null != characterDefinitionTemplate)
        {
            characterDefinition = Instantiate(characterDefinitionTemplate);
        }

        if (!characterDefinition.setManually)
        {
            characterDefinition.maxHealth     = 100;
            characterDefinition.CurrentHealth = 50;

            characterDefinition.maxMana     = 25;
            characterDefinition.currentMana = 10;

            characterDefinition.maxWealth     = 500;
            characterDefinition.currentWealth = 0;

            characterDefinition.baseDamage    = 2;
            characterDefinition.currentDamage = characterDefinition.baseDamage;

            characterDefinition.baseResistance    = 0;
            characterDefinition.currentResistance = 0;

            characterDefinition.maxEncumbrance     = 50f;
            characterDefinition.currentEncumbrance = 0f;

            characterDefinition.charExperience = 0;
            //characterDefinition.charLevel = 1;
        }

        if (defaultWeapon != null)
        {
            characterDefinition.EquipWeapon(defaultWeapon, characterWeaponSlot);
        }

        characterDefinition.Init();

        InvokeRepeating("RegenHealth", 1, 1);
    }