public bool exclusiveSlotFilled(EquippableSlotManager slotManager) { foreach (var exclusiveSlot in this.exclusiveWith) { if (slotManager.slots[exclusiveSlot].isFilled()) { return(true); } } return(false); }
private void Awake() { // Hopefully there's a player at this point. We need to get their material reference so the shaders look right. chestStand.material = ZNetScene.instance.GetPrefab("Player").GetComponent <VisEquipment>().m_bodyModel.material; legsStand.material = chestStand.material; legsPole.material = chestStand.material; // If items are equipped this will sort itself out and reset. legsStand.gameObject.SetActive(false); helmetStand.SetActive(false); // This is the wood texture for the stand chestStand.material.SetTexture("_MainTex", defaultBodyTexture); legsStand.material.SetTexture("_MainTex", defaultBodyTexture); legsPole.material.SetTexture("_MainTex", defaultBodyTexture); this.m_nview = (UnityEngine.Object) this.m_netViewOverride ? this.m_netViewOverride : this.gameObject.GetComponent <ZNetView>(); if (this.m_nview.GetZDO() == null) { return; } equipmentSlotManager = new EquippableSlotManager(this); poseManager = new PoseManager(this); WearNTear component = this.GetComponent <WearNTear>(); if ((bool)((UnityEngine.Object)component)) { component.m_onDestroyed += new Action(this.OnDestroyed); } this.m_nview.Register("DropItems", new Action <long>(this.RPC_DropItems)); this.m_nview.Register("RequestOwn", new Action <long>(this.RPC_RequestOwn)); this.m_nview.Register("DestroyAttachment", new Action <long>(this.RPC_DestroyAttachment)); this.m_nview.Register("SetVisualItems", new Action <long>(this.RPC_SetVisualItems)); this.InvokeRepeating("UpdateVisual", 1f, 4f); }