Beispiel #1
0
        /// <summary>
        /// Callback when the StateManager has changed the active state on the current object.
        /// </summary>
        public override void StateChange()
        {
            base.StateChange();

            // The item set is active and the enabled state changed then the item set should be activated or deactivated. This is done through the Equip Unequip ability.
            if (m_Active)
            {
                if (m_Enabled)
                {
                    var targetItemSetIndex = m_EquipUnequip.IsActive ? m_EquipUnequip.ActiveItemSetIndex : m_ItemSetManager.ActiveItemSetIndex[m_CategoryIndex];
                    if ((targetItemSetIndex == -1 || targetItemSetIndex == m_ItemSetManager.GetDefaultItemSetIndex(m_CategoryIndex)) && targetItemSetIndex != m_Index)
                    {
                        m_EquipUnequip.StartEquipUnequip(m_Index);
                    }
                }
                else
                {
                    if (m_DisabledIndex == -1)
                    {
                        var defaultItemSetIndex = m_ItemSetManager.GetDefaultItemSetIndex(m_CategoryIndex);
                        if (m_Index == defaultItemSetIndex || !m_ItemSetManager.IsItemSetValid(m_CategoryIndex, defaultItemSetIndex, false))
                        {
                            // The current item set is equal to the ItemSet being disabled. Equip an empty item set.
                            m_EquipUnequip.StartEquipUnequip(-1);
                        }
                        else
                        {
                            m_EquipUnequip.StartEquipUnequip(defaultItemSetIndex);
                        }
                    }
                    else
                    {
                        if (m_ItemSetManager.IsItemSetValid(m_CategoryIndex, m_DisabledIndex, false))
                        {
                            m_EquipUnequip.StartEquipUnequip(m_DisabledIndex);
                        }
                        else
                        {
                            m_EquipUnequip.StartEquipUnequip(-1);
                        }
                    }
                }
            }
            else if (m_Enabled && (m_EmptyItemSet || m_ItemSetManager.IsItemSetValid(m_CategoryIndex, m_Index, false)))
            {
                // If the item set is not active and it is enabled then the item set should be enabled if it can be.
                var targetItemSetIndex = m_EquipUnequip.IsActive ? m_EquipUnequip.ActiveItemSetIndex : m_ItemSetManager.ActiveItemSetIndex[m_CategoryIndex];
                if (targetItemSetIndex == -1)
                {
                    m_EquipUnequip.StartEquipUnequip(m_Index);
                }
            }
        }
        /// <summary>
        /// Callback when the StateManager has changed the active state on the current object.
        /// </summary>
        public override void StateChange()
        {
            base.StateChange();

            // The item set is active and the enabled state changed then the item set should be activated or deactivated. This is done through the Toggle Equip ability.
            if (m_Active)
            {
                if (m_Enabled)
                {
                    var activeItemSetIndex = m_ItemSetManager.ActiveItemSetIndex[m_CategoryIndex];
                    if (m_ToggleEquip != null && activeItemSetIndex == m_ItemSetManager.GetDefaultItemSetIndex(m_CategoryIndex) && activeItemSetIndex != m_Index)
                    {
                        m_ToggleEquip.StartAbility();
                    }
                }
                else
                {
                    if (m_EquipUnequip != null && m_ItemSetManager.ActiveItemSetIndex[m_CategoryIndex] == m_Index)
                    {
                        if (m_DisabledIndex == -1)
                        {
                            if (m_Index == m_ItemSetManager.GetDefaultItemSetIndex(m_CategoryIndex))
                            {
                                // The current ItemSet is equal to the ItemSet being disabled. Equip an empty ItemSet.
                                m_EquipUnequip.StartEquipUnequip(-1);
                            }
                            else
                            {
                                m_EquipUnequip.StartEquipUnequip(m_ItemSetManager.GetDefaultItemSetIndex(m_CategoryIndex));
                            }
                        }
                        else
                        {
                            m_EquipUnequip.StartEquipUnequip(m_DisabledIndex);
                        }
                    }
                }
            }
        }