Beispiel #1
0
    private void RemoveItemFromEquipment()
    {
        if (spriteHandler != null)
        {
            spriteHandler.Empty();
        }

        if (!InHands && GameObjectReference != null)
        {
            // did we take off clothing?
            var unequippedClothing = GameObjectReference.GetComponent <ClothingV2>();

            if (unequippedClothing == null)
            {
                //Not clothing, maybe PDA
                return;
            }

            // Unhide the players's slots defined in the clothing's HiddenSlots, as we're removing it.
            thisPlayerScript.Equipment.obscuredSlots &= ~unequippedClothing.HiddenSlots;

            if (unequippedClothing)
            {
                OnClothingEquipped?.Invoke(unequippedClothing, false);
            }
        }

        GameObjectReference = null;
    }
Beispiel #2
0
    public virtual void SetReference(GameObject item)
    {
        UpdateReferenceOffset();
        if (item == null)
        {
            if (spriteHandler != null)
            {
                spriteHandler.Empty();
            }

            if (!InHands && GameObjectReference != null)
            {
                // did we take off clothing?
                var unequippedClothing = GameObjectReference.GetComponent <ClothingV2>();
                if (unequippedClothing != null)
                {
                    // Unhide the players's slots defined in the clothing's HiddenSlots, as we're removing it.
                    thisPlayerScript.Equipment.obscuredSlots &= ~unequippedClothing.HiddenSlots;

                    if (unequippedClothing)
                    {
                        OnClothingEquipped?.Invoke(unequippedClothing, false);
                    }
                }
            }

            GameObjectReference = null;             // Remove the item from equipment
        }

        if (item != null)
        {
            GameObjectReference = item;             // Add item to equipment

            if (InHands)
            {
                var ItemAttributesV2 = item.GetComponent <ItemAttributesV2>();
                var InHandsSprites   = ItemAttributesV2?.ItemSprites;
                SetInHand(InHandsSprites);
            }
            else
            {
                var equippedClothing = item.GetComponent <ClothingV2>();
                equippedClothing?.LinkClothingItem(this);

                // Set the slots defined in hidesSlots as hidden.
                //thisPlayerScript.Equipment.obscuredSlots |= equippedClothing.HiddenSlots;

                // Some items like trash bags / mining satchels can be equipped but are not clothing and do not show on character sprite
                // But for the others, we call the OnClothingEquipped event.
                if (equippedClothing)
                {
                    // call the event of equiped clothing
                    OnClothingEquipped?.Invoke(equippedClothing, true);
                }
            }
        }

        UpdateReferenceOffset();
    }
Beispiel #3
0
    private void AddItemToEquipment(GameObject item)
    {
        GameObjectReference = item;

        if (InHands)
        {
            var itemAttributesV2 = item.GetComponent <ItemAttributesV2>();
            var inHandsSprites   = itemAttributesV2.ItemSprites;

            if (inHandsSprites != null)
            {
                SetInHand(inHandsSprites);
            }
        }
        else
        {
            var equippedClothing = item.GetComponent <ClothingV2>();

            if (equippedClothing == null)
            {
                //Not clothing, maybe PDA
                return;
            }

            equippedClothing.LinkClothingItem(this);

            // Set the slots defined in hidesSlots as hidden.
            thisPlayerScript.Equipment.obscuredSlots |= equippedClothing.HiddenSlots;

            // Some items like trash bags / mining satchels can be equipped but are not clothing and do not show on character sprite
            // But for the others, we call the OnClothingEquipped event.

            // call the event of equiped clothing
            OnClothingEquipped?.Invoke(equippedClothing, true);
        }
    }