Beispiel #1
0
    public void Refresh()
    {
        if (equippedGear != null)
        {
            icon.enabled = true;
            icon.sprite  = equippedGear.art;
        }
        else
        {
            icon.enabled = false;
        }

        foreach (EquipmentSlot slot in dependants)
        {
            if (equippedGear != null)
            {
                //check if the slot is of a type that the equipped gear doesn't provide
                if (Array.IndexOf(equippedGear.DoesntProvide, GearLoadout.GetSlotType(slot.SlotID)) > -1)
                {
                    slot.gameObject.SetActive(false);
                }
                else
                {
                    slot.gameObject.SetActive(gameObject.activeSelf);
                }
            }
            else
            {
                slot.gameObject.SetActive(false);
            }
            slot.Refresh();
        }
    }
Beispiel #2
0
    public void SubtractLoadout(GearLoadout loadout)
    {
        List <GearData> gearInLoadout = loadout.ToList();

        foreach (GearData gear in gearInLoadout)
        {
            RemoveGear(gear);
        }
    }
Beispiel #3
0
    private void UpdateDependants(bool enabled, InventoryCollection inventory)
    {
        foreach (EquipmentSlot slot in dependants)
        {
            bool setgear = false;
            if (enabled)
            {
                slot.gameObject.SetActive(true);
                if (equippedGear != null)
                {
                    //check if the slot is of a type that the equipped gear doesn't provide
                    if (Array.IndexOf(equippedGear.DoesntProvide, GearLoadout.GetSlotType(slot.SlotID)) > -1)
                    {
                        slot.SetEquippedGear(null, inventory);
                        setgear = true;
                        slot.gameObject.SetActive(false);
                    }
                }
                else
                {
                    slot.SetEquippedGear(null, inventory);
                    slot.gameObject.SetActive(false);
                    setgear = true;
                }
            }
            else
            {
                slot.SetEquippedGear(null, inventory);
                slot.gameObject.SetActive(false);
                setgear = true;
            }

            if (!setgear)
            {
                slot.UpdateDependants(enabled, inventory);
            }
        }
    }