public DE_EquipmentData(DO_Equipment equipDo) { m_validOccupation = equipDo.m_validOccupation; m_equipLevelInNeed = equipDo.m_equipLevelInNeed; m_equipPosition = equipDo.m_equipPosition; m_attrList = new List <ValueTuple <ActorUnitConcreteAttributeType, int> > (equipDo.m_equipmentAttributeArr); m_attrWave = equipDo.m_attrWave; }
public Equipment(int id, string name, RarityTier rarity, string description, EquipmentPosition position, string spritePath, Character.AllStats stats) { this.id = id; this.name = name; this.rarity = rarity; this.description = description; this.position = position; this.spritePath = spritePath; this.stats = stats; }
//Drops item being held in the specific item type slot public Item DropItem(EquipmentPosition itemType) { if (inventory.ContainsKey(itemType)) { Item toDrop = inventory[itemType]; inventory.Remove(itemType); return(toDrop); } return(null); }
// Constructor for Item called if needed to create a new item with set values. public Item(string text, string description, string guid, string imageuri, int _speed, int _attack, int _range, int _defense, EquipmentPosition _position) { Text = text; Guid = guid; ImageURI = imageuri; Description = description; defense = _defense; speed = _speed; attack = _attack; range = _range; position = _position; }
// To determine where the item goes, just an example of a equip on the body public EquipmentPosition ItemLocation(Item item) { EquipmentPosition equipPos = EquipmentPosition.body; return(equipPos); }
//// To determine what the item modifies on the character. //// This function calls the updateAttr function in character to update character attributes //// Takes in the item and current character object //public ItemEquipped(Item someItem, Character currentChar) //{ // bool flag = true; // currentChar.updateAttributes(someItem, flag); //} ////If flag is false, then we remove the item from the character and update attributes //public void ItemRemoved(Item someItem, Character currentChar) //{ // bool flag = false; // currentChar.updateAttributes(someItem, flag); //} //Get attributes of current item in certain position public void GetCurrentItem(EquipmentPosition location) { }