public SaveData_DBInv(EquipmentInv invData) { this.id = invData.id; this.cur_durability = invData.cur_durability; this.isAvaiable = invData.isAvaiable; this.isEquip = invData.isEquip; }
public void SwitchAcc(EquipmentInv InvData, out int lastItemID, out bool success) { success = false; lastItemID = accID; if (accID != InvData.id) { accecories = (AccecoriesBase)InvData.data; accID = InvData.id; success = true; accData = InvData; } }
public void SwitchWeapon(EquipmentInv InvData, out int lastItemID, out bool success) { success = false; lastItemID = weaponID; if (weaponID != InvData.id) { weapon = (WeaponBase)InvData.data; weaponID = InvData.id; success = true; weaponData = InvData; } }
public void SwitchArmor(EquipmentInv InvData, out int lastItemID, out bool success) { success = false; lastItemID = armorID; if (armorID != InvData.id) { armor = (ArmorBase)InvData.data; armorID = InvData.id; success = true; armorData = InvData; } }
public void SwitchEquip(EquipmentInv data) { int lastID = -1; if (data.data.GetType() == typeof(WeaponBase)) { player.SwitchWeapon(data, out int lasItemID, out bool isSuccess); if (isSuccess) { lastID = lasItemID; equipedWeapon.sprite = DB_EquipmentInventory.GetItemSrpite(data.data.itemPath); } } else if (data.data.GetType() == typeof(ArmorBase)) { player.SwitchArmor(data, out int lasItemID, out bool isSuccess); if (isSuccess) { equipedArmor.sprite = DB_EquipmentInventory.GetItemSrpite(data.data.itemPath); lastID = lasItemID; } } else if (data.data.GetType() == typeof(AccecoriesBase)) { player.SwitchAcc(data, out int lasItemID, out bool isSuccess); if (isSuccess) { equipedAcc.sprite = DB_EquipmentInventory.GetItemSrpite(data.data.itemPath); lastID = lasItemID; } } if (lastID != -1) { DB_EquipmentInventory.UpdateEquip(lastID, false); GetLastEquip(lastID).ReInitial(); } DB_EquipmentInventory.UpdateEquip(data.id, true); UpdateStatusValue(); }
private void Start() { inventoryEquip = FindObjectOfType <UICon_Inventory> (); equipment = DB_EquipmentInventory.GetItem(equipmentId); Initial(); }