public void UnEquipArmor(SO_Armor itemToUnEquip) { foreach (MyButton itButton in myButtonList) { if (itButton.item != null) { if (itButton.item.name == itemToUnEquip.name) { itButton.UnEquipItem(); break; } } } switch (itemToUnEquip.slot) { case Slot.BOOT: armor -= bootSlot.armor; bootSlot = null; break; case Slot.CHEST: armor -= chestSlot.armor; chestSlot = null; break; case Slot.HEAD: armor -= headSlot.armor; headSlot = null; break; case Slot.LEGS: armor -= greavesSlot.armor; greavesSlot = null; break; case Slot.LEFT_HANDED: armor -= leftHandedSlot.armor; Destroy(GameManager.Instance.Player.PlayerShieldAnchor.GetChild(0).gameObject); leftHandedSlot = null; break; default: break; } }
private void EquipArmor(SO_Armor itemToEquip) { switch (itemToEquip.slot) { case Slot.BOOT: if (bootSlot != null) { UnEquipArmor(bootSlot); } bootSlot = itemToEquip; armor += itemToEquip.armor; break; case Slot.CHEST: if (chestSlot != null) { UnEquipArmor(chestSlot); } chestSlot = itemToEquip; armor += itemToEquip.armor; break; case Slot.HEAD: if (headSlot != null) { UnEquipArmor(headSlot); } headSlot = itemToEquip; armor += itemToEquip.armor; break; case Slot.LEGS: if (greavesSlot != null) { UnEquipArmor(greavesSlot); } greavesSlot = itemToEquip; armor += itemToEquip.armor; break; case Slot.LEFT_HANDED: if (leftHandedSlot != null) { UnEquipArmor(leftHandedSlot); } leftHandedSlot = itemToEquip; armor += itemToEquip.armor; GameObject weaponPrefab = Instantiate(itemToEquip.prefab); weaponPrefab.transform.SetParent(GameManager.Instance.Player.PlayerShieldAnchor); weaponPrefab.transform.localPosition = Vector3.zero; weaponPrefab.transform.localRotation = Quaternion.Euler(95f, 0f, 0f); break; default: break; } foreach (MyButton itButton in myButtonList) { if (itButton.item != null) { if (itButton.item.name == itemToEquip.name) { itButton.EquipItem(); } } } }