//************************************// //****************Equip***************// //************************************// public virtual void Equip(Equipment_Foundation Equipment, Assign_Slot Equip_Slot) { Statuses_Activate(State.Equip); Slot[Equip_Slot.toInt()].Passives.ForEach(p => Passives.Remove(p)); Slot[Equip_Slot.toInt()] = Equipment; if (Equipment.Passives.Count > 0) { Equipment.Passives.ForEach(p => Passives.Add(p)); } Turn = false; }
private void Equipment(ref Creature Creature_Editor) { EditorGUILayout.ObjectField("Primary Hand",Creature_Editor.Slot[(int)Assign_Slot.Primary_Hand],typeof(Equipment_Foundation),true); EditorGUILayout.ObjectField("Secondary Hand",Creature_Editor.Slot[(int)Assign_Slot.Secondary_Hand],typeof(Equipment_Foundation),true); EditorGUILayout.ObjectField("Armor",Creature_Editor.Slot[(int)Assign_Slot.Armor],typeof(Equipment_Foundation),true); EditorGUILayout.ObjectField("Arrow",Creature_Editor.Slot[(int)Assign_Slot.Arrow],typeof(Equipment_Foundation),true); EditorGUILayout.BeginHorizontal (); Equipped = (Equipment_Foundation)EditorGUILayout.ObjectField("Equip",Equipped,typeof(Equipment_Foundation),true); Slot = (Assign_Slot)EditorGUILayout.EnumPopup(Slot); if(GUILayout.Button("Yield",GUILayout.Width(45f),GUILayout.Height(14f))) { Creature_Editor.Equip(Equipped,Slot); } if(GUILayout.Button("Reset",GUILayout.Width(45f),GUILayout.Height(14f))) { Creature_Editor.Slot[(int)Assign_Slot.Primary_Hand] = (Equipment_Foundation)AssetDatabase.LoadAssetAtPath("Assets/Prefabs/System/Nothing/None_Hand_1H.prefab",typeof(Equipment_Foundation)); Creature_Editor.Slot[(int)Assign_Slot.Secondary_Hand] = (Equipment_Foundation)AssetDatabase.LoadAssetAtPath("Assets/Prefabs/System/Nothing/None_Hand_1H.prefab",typeof(Equipment_Foundation)); Creature_Editor.Slot[(int)Assign_Slot.Armor] = (Equipment_Foundation)AssetDatabase.LoadAssetAtPath("Assets/Prefabs/System/Nothing/None_Armor.prefab",typeof(Equipment_Foundation)); Creature_Editor.Slot[(int)Assign_Slot.Arrow] = (Equipment_Foundation)AssetDatabase.LoadAssetAtPath("Assets/Prefabs/System/Nothing/None_Arrow.prefab",typeof(Equipment_Foundation)); } EditorGUILayout.EndHorizontal (); }