Beispiel #1
0
        public void Unnequip(int equippedOn)
        {
            ItemConfig     itemToUnnequip = partyMember.equippedItemSlot[equippedOn].item;
            StatsAtributte stat           = itemToUnnequip.GetAttributeToModify();
            Inventory      inventory      = GameObject.FindGameObjectWithTag("Player").GetComponent <Inventory>();

            switch (equippedOn)
            {
            case 0:
                characterSelected.GetStats().ReturnAfterUnnequip(stat, itemToUnnequip, CharEquipmentSlot.LeftHand);
                break;

            case 1:
                characterSelected.GetStats().ReturnAfterUnnequip(stat, itemToUnnequip, CharEquipmentSlot.Book);
                break;

            case 2:
                characterSelected.GetStats().ReturnAfterUnnequip(stat, itemToUnnequip, CharEquipmentSlot.RightHand);
                break;

            default: return;
            }
            inventory.AddItem(itemToUnnequip, 1);
            LoadSpecificMemberInfo(selectedindex);
        }
Beispiel #2
0
 private void AddItemToEquipmentSlot(ItemConfig item, CharEquipmentSlot slotNeeded, BaseStats member)
 {
     member.ModifyStatByEquip(item.GetAttributeToModify(), item.GetAdditiveModifiers(), item, slotNeeded);
     playerInventory.RemoveItem(item, 1);
 }
Beispiel #3
0
 private void ReturnItemToInventory(CharEquipmentSlot slotNeeded, BaseStats member, ItemConfig currentEquippedItem)
 {
     member.ReturnAfterUnnequip(currentEquippedItem.GetAttributeToModify(), currentEquippedItem, slotNeeded);
     playerInventory.AddItem(currentEquippedItem, 1);
 }