Example #1
0
    public override void UnsetArmor(Item oldArmor)
    {
        Armor.ClassType classType = ((Armor)oldArmor).type;

        switch (classType)
        {
        case Armor.ClassType.HELMET:
        {
            this.helmet.owner = null;
            this.helmet       = null;
            break;
        }

        case Armor.ClassType.CHEST:
        {
            this.chestArmor.owner = null;
            this.chestArmor       = null;
            break;
        }

        case Armor.ClassType.SHOES:
        {
            this.shoes.owner = null;
            this.shoes       = null;
            break;
        }
        }

        UpdateCharacterWindow();
    }
Example #2
0
    public override void SetArmor(Item newArmor)
    {
        Armor.ClassType classType = ((Armor)newArmor).type;
        Character.instance.audioSource.PlayOneShot(GameObjectContainers.instance.GetAudioClip(3));
        switch (classType)
        {
        case Armor.ClassType.HELMET:
        {
            if (this.helmet != null)
            {
                Character.instance.defence -= ((Armor)this.helmet).baseDefence;
                this.AddItem(this.helmet);
                this.helmet = null;
            }
            this.helmet = newArmor;
            Character.instance.defence += ((Armor)newArmor).baseDefence;
            break;
        }

        case Armor.ClassType.CHEST:
        {
            if (this.chestArmor != null)
            {
                Character.instance.defence -= ((Armor)this.chestArmor).baseDefence;
                this.AddItem(this.chestArmor);
                this.chestArmor = null;
            }
            this.chestArmor             = newArmor;
            Character.instance.defence += ((Armor)newArmor).baseDefence;
            break;
        }

        case Armor.ClassType.SHOES:
        {
            if (this.shoes != null)
            {
                Character.instance.defence -= ((Armor)this.shoes).baseDefence;
                this.AddItem(this.shoes);
                this.shoes = null;
            }
            this.shoes = newArmor;
            Character.instance.defence += ((Armor)newArmor).baseDefence;
            break;
        }
        }

        newArmor.owner = this;
        UpdateInventory();
        UpdateCharacterWindow();
    }
        // Maybe aura effects may added as PostEffects

        public ArmorEssentials(Armor.ClassType type)
        {
            armType = type;
        }