public bool EquipItems(GameObject ItemToSwap, GameObject EquipmentSlot_) { if (ItemToSwap.GetComponent <ItemPress>().currentItem.type == EquipmentSlot_.GetComponent <ItemPress>().currentItem.type) {// Same type ItemSelectionHandler.Weapons temp = EquipmentSlot_.GetComponent <ItemPress>().currentItem; EquipmentSlot_.GetComponent <ItemPress>().currentItem = ItemToSwap.GetComponent <ItemPress>().currentItem; ItemToSwap.GetComponent <ItemPress>().currentItem = temp; string type = ""; switch (ItemToSwap.GetComponent <ItemPress>().currentItem.type) { case ItemSelectionHandler.ItemType.Head: { type = "Head"; } break; case ItemSelectionHandler.ItemType.Chest: { type = "Chest"; } break; case ItemSelectionHandler.ItemType.Weapons: { type = "Weapons"; } break; case ItemSelectionHandler.ItemType.Leggings: { type = "Leggings"; } break; case ItemSelectionHandler.ItemType.Boots: { type = "Boots"; } break; } string ItemDescription = "Weapon Stats \n" + "Attack Power (+" + ItemToSwap.GetComponent <ItemPress>().currentItem.AttPower + ")\n" + "Critical Power (+" + ItemToSwap.GetComponent <ItemPress>().currentItem.CritPower + ")\n\n" + type; ItemToSwap.GetComponentInChildren <TextMeshProUGUI>().text = ItemDescription; Equipped = true; return(true); } return(false); }
public Character() { for (int i = 0; i < Slots.Length; ++i) { Slots[i] = new ItemSelectionHandler.Weapons(i + 1); } //Head = new ItemSelectionHandler.Weapons((int)ItemSelectionHandler.ItemType.Head); //Chest = new ItemSelectionHandler.Weapons((int)ItemSelectionHandler.ItemType.Chest); //Weapon = new ItemSelectionHandler.Weapons((int)ItemSelectionHandler.ItemType.Weapons); //Leggings = new ItemSelectionHandler.Weapons((int)ItemSelectionHandler.ItemType.Leggings); //Boots = new ItemSelectionHandler.Weapons((int)ItemSelectionHandler.ItemType.Boots); }