Beispiel #1
0
        public void UseEquipItem(int member)
        {
            if (indexOfSelectItem < 0)
            {
                return;
            }

            ItemConfig itemToUse = playerInventory.GetItemInSlot(indexOfSelectItem);
            BaseStats  target    = playerTeam.GetPlayerTeam()[member].GetStats();

            if (itemToUse.GetItemType() == ItemType.NoEffect)
            {
                return;
            }
            if (itemToUse.GetItemType() == ItemType.Equipable)
            {
                return;
            }

            itemToUse.Use(target);
            playerInventory.RemoveItem(playerInventory.GetItemInSlot(indexOfSelectItem), 1);
            ResetSelectedItem();

            panelUseFor.SetActive(false);
        }
Beispiel #2
0
        public void EquipOn(int typeOfSlot)
        {
            CharEquipmentSlot slotNeeded;

            switch (typeOfSlot)
            {
            case 0:
                slotNeeded = CharEquipmentSlot.LeftHand;
                break;

            case 1:
                slotNeeded = CharEquipmentSlot.Book;
                break;

            case 2:
                slotNeeded = CharEquipmentSlot.RightHand;
                break;

            default:
                slotNeeded = CharEquipmentSlot.LeftHand;
                break;
            }

            BaseStats  member = playerTeam.GetSpecificMember(memberSelected).GetStats();
            ItemConfig currentEquippedItem = member.GetEquippedItem(slotNeeded);

            if (currentEquippedItem != null)
            {
                ReturnItemToInventory(slotNeeded, member, currentEquippedItem);
                currentEquippedItem = null;
            }

            if (indexOfSelectItem < 0)
            {
                return;
            }

            ItemConfig item = playerInventory.GetItemInSlot(indexOfSelectItem);

            if (item == null)
            {
                return;
            }
            if (item.GetItemType() != ItemType.Equipable)
            {
                return;
            }
            if (slotNeeded != item.GetCanEquipOn())
            {
                return;
            }

            AddItemToEquipmentSlot(item, slotNeeded, member);
            LoadEquipments(memberSelected);
            ResetSelectedItem();
        }