Example #1
0
    //Change the equipment based on index, called when changing the equipment in the menu
    public void ChangeEquipment(EquipmentScriptable equipment, int playerIndex, int equipmentIndex)
    {
        //First of all find the player
        switch (playerIndex)
        {
        case 0:
            //Find it's current equipment and unequip it
            inventory.FindAndSetEquipped(player1Equipment.GetType(equipmentIndex), false);
            player1Equipment.SetType(equipment, equipmentIndex);        //Equip the new equipment
            break;

        case 1:
            //Same for all players
            inventory.FindAndSetEquipped(player2Equipment.GetType(equipmentIndex), false);
            player2Equipment.SetType(equipment, equipmentIndex);
            break;

        case 2:
            inventory.FindAndSetEquipped(player3Equipment.GetType(equipmentIndex), false);
            player3Equipment.SetType(equipment, equipmentIndex);
            break;

        case 3:
            inventory.FindAndSetEquipped(player4Equipment.GetType(equipmentIndex), false);
            player4Equipment.SetType(equipment, equipmentIndex);
            break;
        }
        //Recalculate the total equipment status
        CalculateEquipmentStatus();
        ChangePlayerStatus();
        ChangePlayerHealth();                          //Change the players health
        inventory.FindAndSetEquipped(equipment, true); //Set the new equipment as equipped
        statusMenu.UpdateUI();
    }
Example #2
0
 //Called by EquipmentHolder to set the equipped item, also called when changing equipment
 public void FindAndSetEquipped(EquipmentScriptable equipment, bool value)
 {
     for (int index = 0; index < equipments.Count; index++)
     {
         if (equipments[index].first == equipment)
         {
             equipments[index].second = value;
         }
     }
 }
Example #3
0
    //Used to set an equipment based on an index
    public void SetType(EquipmentScriptable equipment, int index)
    {
        switch (index)
        {
        case 0: weapon = equipment;     break;

        case 1: head = equipment;       break;

        case 2: chest = equipment;      break;

        case 3: shoulder = equipment;   break;

        case 4: arms = equipment;       break;

        case 5: waist = equipment;      break;

        case 6: legs = equipment;       break;
        }
    }
Example #4
0
    //Update the UI that will show how much the currently focused equipment has (middle text in the status menu)
    private void UpdateEquipmentValue()
    {
        EquipmentScriptable aux = equipmentHolder.GetEquipment(selectedPlayerIndex, selectedEquipmentIndex);

        if (aux == null)
        {
            equipmentValueText[0].text = "(0)";
            equipmentValueText[1].text = "(0)";
            equipmentValueText[2].text = "(0)";
            equipmentValueText[3].text = "(0)";
            equipmentValueText[4].text = "(0)";
            equipmentValueText[5].text = "(0)";
        }
        else
        {
            equipmentValueText[0].text = "(" + aux.health + ")";
            equipmentValueText[1].text = "(" + aux.defense + ")";
            equipmentValueText[2].text = "(" + aux.speed + ")";
            equipmentValueText[3].text = "(" + aux.strength + ")";
            equipmentValueText[4].text = "(" + aux.intelligence + ")";
            equipmentValueText[5].text = "(" + aux.dexterity + ")";
        }
    }
Example #5
0
 //Add the equipment picked up on the map to the list
 public void AddEquipment(EquipmentScriptable equipment)
 {
     equipments.Add(new Pair <EquipmentScriptable, bool>(equipment, false));
 }
Example #6
0
    //Update values for the change that the equipment that we are trying to change into will bring
    public void UpdateEquipmentSelectValueText(bool cond)
    {
        if (cond == false || eventSys.currentSelectedGameObject == null || eventSys.currentSelectedGameObject.GetComponent <EquipmentSlotHolder>() == null)
        {
            //Disable the text when closing the select equipment menu and on a few other cases
            equipmentSelectValueText[0].text = "";
            equipmentSelectValueText[1].text = "";
            equipmentSelectValueText[2].text = "";
            equipmentSelectValueText[3].text = "";
            equipmentSelectValueText[4].text = "";
            equipmentSelectValueText[5].text = "";
        }
        else if (eventSys.currentSelectedGameObject.GetComponent <EquipmentSlotHolder>().equipment == null)
        {
            EquipmentScriptable oldEquip = equipmentHolder.GetEquipment(selectedPlayerIndex, selectedEquipmentIndex);

            //If we are selecting the "none" option we will unequip the equipment so the status change will be 0 for everything
            equipmentSelectValueText[0].text = "(0)";
            equipmentSelectValueText[1].text = "(0)";
            equipmentSelectValueText[2].text = "(0)";
            equipmentSelectValueText[3].text = "(0)";
            equipmentSelectValueText[4].text = "(0)";
            equipmentSelectValueText[5].text = "(0)";

            if (oldEquip != null)
            {
                //This will make the text blue in case we had something equipped before
                ChangeEquipSelectColor(ref equipmentSelectValueText[0], 0, oldEquip.health);
                ChangeEquipSelectColor(ref equipmentSelectValueText[1], 0, oldEquip.defense);
                ChangeEquipSelectColor(ref equipmentSelectValueText[2], 0, oldEquip.speed);
                ChangeEquipSelectColor(ref equipmentSelectValueText[3], 0, oldEquip.strength);
                ChangeEquipSelectColor(ref equipmentSelectValueText[4], 0, oldEquip.intelligence);
                ChangeEquipSelectColor(ref equipmentSelectValueText[5], 0, oldEquip.dexterity);
            }
            else
            {
                //This will make the text it's default color in case we didn't have anything equipped before
                ChangeEquipSelectColor(ref equipmentSelectValueText[0], 0, 0);
                ChangeEquipSelectColor(ref equipmentSelectValueText[1], 0, 0);
                ChangeEquipSelectColor(ref equipmentSelectValueText[2], 0, 0);
                ChangeEquipSelectColor(ref equipmentSelectValueText[3], 0, 0);
                ChangeEquipSelectColor(ref equipmentSelectValueText[4], 0, 0);
                ChangeEquipSelectColor(ref equipmentSelectValueText[5], 0, 0);
            }
        }
        else
        {
            EquipmentScriptable newEquip = eventSys.currentSelectedGameObject.GetComponent <EquipmentSlotHolder>().equipment;
            EquipmentScriptable oldEquip = equipmentHolder.GetEquipment(selectedPlayerIndex, selectedEquipmentIndex);

            //Otherwise show the status change
            equipmentSelectValueText[0].text = "(" + newEquip.health + ")";
            equipmentSelectValueText[1].text = "(" + newEquip.defense + ")";
            equipmentSelectValueText[2].text = "(" + newEquip.speed + ")";
            equipmentSelectValueText[3].text = "(" + newEquip.strength + ")";
            equipmentSelectValueText[4].text = "(" + newEquip.intelligence + ")";
            equipmentSelectValueText[5].text = "(" + newEquip.dexterity + ")";

            //Based on the status change, change the color of the text to represent the change for every status
            int aux = 0;
            if (oldEquip != null)
            {
                aux = oldEquip.health;
            }
            ChangeEquipSelectColor(ref equipmentSelectValueText[0], newEquip.health, aux);

            aux = 0;
            if (oldEquip != null)
            {
                aux = oldEquip.defense;
            }
            ChangeEquipSelectColor(ref equipmentSelectValueText[1], newEquip.defense, aux);

            aux = 0;
            if (oldEquip != null)
            {
                aux = oldEquip.speed;
            }
            ChangeEquipSelectColor(ref equipmentSelectValueText[2], newEquip.speed, aux);

            aux = 0;
            if (oldEquip != null)
            {
                aux = oldEquip.strength;
            }
            ChangeEquipSelectColor(ref equipmentSelectValueText[3], newEquip.strength, aux);

            aux = 0;
            if (oldEquip != null)
            {
                aux = oldEquip.intelligence;
            }
            ChangeEquipSelectColor(ref equipmentSelectValueText[4], newEquip.intelligence, aux);

            aux = 0;
            if (oldEquip != null)
            {
                aux = oldEquip.dexterity;
            }
            ChangeEquipSelectColor(ref equipmentSelectValueText[5], newEquip.dexterity, aux);
        }
    }