Example #1
0
 private void EquipEquipment(Equipment_Slot slot, Item theItem)
 {
     if (slot.GetEquipmentSlotType() == EquipmentSlotType.RHWeapon)
     {
         EquipRightHand(theItem);
     }
     if (slot.GetEquipmentSlotType() == EquipmentSlotType.BodyArmour)
     {
         print("Equiping some arrmor... Come on program it!!!");
     }
 }
Example #2
0
 public Item WhichItemInSlot(Equipment_Slot slot)
 {
     if (slot.GetEquipmentSlotType() == EquipmentSlotType.RHWeapon)
     {
         return(rightHand);
     }
     if (slot.GetEquipmentSlotType() == EquipmentSlotType.BodyArmour)
     {
         return(bodyArmor);
     }
     return(null);
 }
Example #3
0
 public void UnEquipSlot(Equipment_Slot slot)
 {
     if (slot.GetEquipmentSlotType() == EquipmentSlotType.RHWeapon)
     {
         UnEquipRightHand();
     }
     else
     {
         Debug.LogError("Slot type not supported");
     }
     restartAnimationEvent();
 }
Example #4
0
 private int getSlotId(Equipment_Slot equipmentSlot)
 {
     if (GameManager.instance.player.equippedItem[(int)equipmentSlot] == null)// If player clicked on an equipment that has been unequipped
     {
         slotId = GetComponent <InventorySlot>().item.slotId;
     }
     else
     {
         slotId = ItemManager.instance.GetItemDataById(GameManager.instance.player.equippedItem[(int)equipmentSlot]).slotId; // slotId of the current equipped item
     }
     return(slotId);
 }
Example #5
0
 public void EquipEquipmentInSlot(Item theItem, Equipment_Slot slot) // Equips in the correct slot // FOR ADDING NEW EQUIPMENTSLOTS
 {
     if (slot.GetEquipmentSlotType() == EquipmentSlotType.RHWeapon)
     {
         EquipRightHand(theItem);
     }
     if (slot.GetEquipmentSlotType() == EquipmentSlotType.BodyArmour)
     {
         //equipBodyArmour(theItem.GetItemBodyArmour());
         EquipBodyArmour(theItem);
     }
     restartAnimationEvent();
 }
Example #6
0
 private bool EquipmentSlotFree(Equipment_Slot equipmentSlot)
 {
     if (equipmentSlot.GetEquipmentSlotType() == EquipmentSlotType.RHWeapon)
     {
         if (rightHand == false) // FIND IF THE RIGHT HAND SLOT IS EMPY THEN RIGHT ALL THE OTHER SLOTS IF THEY ARE EMPTY
         {
             return(true);
         }
         return(false);
     }
     //add others equipment slots here
     Debug.LogError("EQUIPMENTSLOT FREE CHECK OUT OF BOUNDS");
     return(false);
 }
Example #7
0
        public bool DoesEquipmentMatchSlot(Item theItem, Equipment_Slot slot) // Checks to see if the equipment matches the slot
        {
            if (theItem != null)
            {
                if (theItem.GetItemWeapon() != null || theItem.GetItemBodyArmour() != null) // FOR ADDING NEW EQUIPMENTSLOTS
                {
                    print("Ready to put weapon in slot");
                    if (slot.GetEquipmentSlotType() == theItem.GetEquipmentSlotType()) // TODO PROGRAM THIS SO IT CAN LOOK AT THE SLOT AND THE WEAPON
                    {
                        print("Equip equipment");
                        return(true);
                    }

                    Debug.LogError("Wrong slot type");
                    return(false);
                }
                Debug.LogWarning("No weapon");
                return(false);
            }
            print("no item");
            return(false);
        }
Example #8
0
    private void DropIcon()
    {
        if (OverAnotherEquipmentSlot()) // Droping onto an equipment slot
        {
            isHoldIcon = false;

            selectedIcon.transform.SetParent(selectedIconOrginalHome.transform);
            selectedIcon.transform.position = selectedIconOrginalHome.transform.position;
            Inventory_Slot tempInventorySlot = selectedIcon.GetComponentInParent <Inventory_Slot>();
            print(tempInventorySlot);
            SwapEquipmentAndInventory(OverAnotherEquipmentSlot(), tempInventorySlot);
            return;
        }
        if (OverAnotherInventorySlot() == null || OverAnotherInventorySlot() == selectedIconOrginalHome.GetComponent <Inventory_Slot>())
        {
            isHoldIcon = false;
            selectedIcon.transform.SetParent(selectedIconOrginalHome.transform);
            selectedIcon.transform.position = selectedIconOrginalHome.transform.position;
            //print(selectedIcon.transform.position);
        }
        else
        {
            isHoldIcon = false;
            selectedIcon.transform.SetParent(selectedIconOrginalHome.transform);
            selectedIcon.transform.position = selectedIconOrginalHome.transform.position;
            if (selectedIconOrginalHome.GetComponent <Inventory_Slot>() != null)
            {
                print("Test1");
                inventoryManager.SwitchBagSlots(selectedIcon.GetComponent <InventorySlotIcon>(), OverAnotherInventorySlot().GetComponentInChildren <InventorySlotIcon>());
            }
            if (selectedIconOrginalHome.GetComponent <Equipment_Slot>() != null) // Droping from and equipment slot onto and inventory
            {
                Equipment_Slot tempEquipmentSlot = selectedIcon.GetComponentInParent <Equipment_Slot>();
                SwapEquipmentAndInventory(tempEquipmentSlot, OverAnotherInventorySlot());
                return;
            }
        }
    }
Example #9
0
    //=====Equipment Management with Inventory=====
    public void SwapEquipmentAndInventory(Equipment_Slot equipmentSlot, Inventory_Slot inventorySlot)
    {
        Item tempEquipSlotItem = equipmentManager.WhichItemInSlot(equipmentSlot);
        Item tempInventoryItem = inventoryManager.FindItemInSlot(inventorySlot);

        if (equipmentManager.DoesEquipmentMatchSlot(tempInventoryItem, equipmentSlot) == true)
        {
            Debug.Log("Slot is correct");
            inventoryManager.RemoveItemFromInventory(null, inventoryManager.WhichInventorySlot(inventorySlot.GetComponentInChildren <InventorySlotIcon>()));
            inventoryManager.AddItemToInventory(tempEquipSlotItem, inventoryManager.WhichInventorySlot(inventorySlot.GetComponentInChildren <InventorySlotIcon>()));

            //equipmentManager.UnEquipSlot(equipmentSlot); Was stopping flow of execution, not sure why.
            equipmentManager.EquipEquipmentInSlot(tempInventoryItem, equipmentSlot); // TODO, Semi cheaty as it does not remove before adding new ones it just overides
        }
        else if (tempInventoryItem == null && tempEquipSlotItem != null)
        {
            inventoryManager.AddItemToInventory(tempEquipSlotItem, inventoryManager.WhichInventorySlot(inventorySlot.GetComponentInChildren <InventorySlotIcon>()));
            equipmentManager.EquipEquipmentInSlot(tempInventoryItem, equipmentSlot);
        }
        else
        {
            Debug.Log("Slot not correct");
        }
    }
Example #10
0
        public void UseItemAbility(Inventory_Slot slot)
        {
            Item itemToUse = FindItemInSlot(slot);

            if (itemToUse.GetItemType() == ItemType.Consumable)
            {
                if (characterStats.Consume(itemToUse))
                {
                    RemoveItemFromInventory(null, WhichInventorySlot(slot.GetComponentInChildren <InventorySlotIcon>()));
                }
            }
            if (itemToUse.GetEquipmentSlotType() == EquipmentSlotType.RHWeapon) // DO WHEN ADDING NEW SLOTS
            {
                Equipment_Slot tempEquipmentSlot = equipmentManager.GetUIRightHand().GetComponent <Equipment_Slot>();
                Inventory_Slot tempInventorySlot = uIInventorySlotsIcons[FindItemInBagSlot(itemToUse)].GetComponentInParent <Inventory_Slot>();
                uiInventoryManager.SwapEquipmentAndInventory(tempEquipmentSlot, tempInventorySlot);
            }
            if (itemToUse.GetEquipmentSlotType() == EquipmentSlotType.BodyArmour)
            {
                Equipment_Slot tempEquipmentSlot = equipmentManager.GetUIBodyArmour().GetComponent <Equipment_Slot>();
                Inventory_Slot tempInventorySlot = uIInventorySlotsIcons[FindItemInBagSlot(itemToUse)].GetComponentInParent <Inventory_Slot>();
                uiInventoryManager.SwapEquipmentAndInventory(tempEquipmentSlot, tempInventorySlot);
            }
        }
Example #11
0
 private EquipmentSlotType WhichEquipmentSlot(Equipment_Slot theSlot)
 {
     return(theSlot.GetEquipmentSlotType());
 }