public void Equip(Equipment newItem) { int slotIndex = (int)newItem.equipSlot; //gets the index number of our enum, thus letting us know what type of item it is. Equipment oldItem = null; if (currentEquipment[slotIndex] != null) { oldItem = currentEquipment[slotIndex]; inventory.Add(oldItem); } if (onEquipmentChanged != null) // Allows us to update when we change our equipment { onEquipmentChanged.Invoke(newItem, oldItem); } currentEquipment[slotIndex] = newItem; equipmentUI.UpdateUI(); }
public void Equip(Item newItem) { if (onEquipmentChanged != null) { onEquipmentChanged.Invoke(newItem); } int slotIndex = (int)newItem.equipSlot; Item oldItem = null; if (currentEquipment[slotIndex] != null) { oldItem = currentEquipment[slotIndex]; inventory.AddItem(oldItem); } currentEquipment[slotIndex] = newItem; equipmentUI.UpdateUI(newItem, slotIndex); switch (newItem.equipSlot) { case EquipmentSlot.Armor: pDets.ChangeArmor(newItem); break; case EquipmentSlot.Consumable: pDets.TakeHeal(200); break; case EquipmentSlot.Helmet: pDets.ChangeHelmet(newItem); break; case EquipmentSlot.Jewellery: pDets.ChangeJewellery(newItem); break; case EquipmentSlot.Weapon: pDets.ChangeWep(newItem); break; } }