Example #1
0
    void Update()
    {
        if (Input.GetKeyDown(KeyCode.X))
        {
            playerWeaponController.EquipWeapon(sword);
            Debug.Log("equiped a weapomn");
        }


        if (Input.GetKeyDown(KeyCode.V))
        {
            playerWeaponController.EquipWeapon(staff);
            Debug.Log("equiped a weapomn");
        }


        if (Input.GetKeyDown(KeyCode.K))
        {
            playerWeaponController.PerformWeaponAttack();
            Debug.Log("equiped a weapomn");
        }

        if (Input.GetKeyDown(KeyCode.P))
        {
            playerWeaponController.PerformSpecialAttack();
            Debug.Log("equiped a weapomn");
        }
    }
Example #2
0
 public void EquipItem(Item itemToEquip)
 {
     playerWeaponController.EquipWeapon(itemToEquip);
     RemoveItemFromInventory(itemToEquip);
     UIEventHandler.ItemEquipped(itemToEquip);
     equippedItem = itemToEquip;
     isEquipped   = true;
 }
    //Equiping item from inventory code:
    public void EquipItem(Item equipItem)
    {
        if (currentWeapon != null)
        {
            UnequipItem();
        }

        currentWeapon = ItemDatabase.instance.getItem(equipItem.name);
        playerWeaponController.EquipWeapon(currentWeapon);
    }
Example #4
0
 void Update()
 {
     if (Input.GetKeyDown(KeyCode.V))
     {
         playerWeaponController.EquipWeapon(sword);
     }
     else if (Input.GetKeyDown(KeyCode.B))
     {
         playerWeaponController.EquipWeapon(staff);
     }
 }
Example #5
0
 void Update()
 {
     if (Input.GetKeyDown(KeyCode.V))
     {
         PlayerWeaponController.EquipWeapon(Sword);
     }
 }
 // Update is called once per frame
 void Update()
 {
     if (Input.GetKey(KeyCode.V))
     {
         playerWeaponController.EquipWeapon(sword);
     }
 }
 public void EquipWeapon(PlayerWeaponController weaponController)
 {
     isEquiped = true;
     //animator.SetTrigger("equip");
     weaponController.EquipWeapon(this);
     gameObject.GetComponent <BoxCollider>().enabled = false;
 }
 public void EquipWeapon(PlayerWeaponController weaponController)
 {
     isEquiped             = true;
     transform.localScale -= new Vector3(0.5F, 0.5F, 0.5F);
     transform.Rotate(0, 0, 0);
     weaponController.EquipWeapon(this);
     gameObject.GetComponent <BoxCollider>().enabled = false;
 }
Example #9
0
    void Start()
    {
        playerWeaponController = GetComponent <PlayerWeaponController>();
        List <baseStat> swordStats = new List <baseStat>();

        swordStats.Add(new baseStat(6, "Power", "Your power level"));
        sword = new Item(swordStats, "sword");
        playerWeaponController.EquipWeapon(sword);
    }
Example #10
0
    void Update()
    {
        if (Input.GetKeyDown(KeyCode.V))
        {
            GameObject.Find("Hand").GetComponent <SkinnedMeshRenderer>().enabled = true;
            playerWeaponController.EquipWeapon(sword);
        }

        if (Input.GetKeyDown(KeyCode.B))
        {
            consumableController.ConsumeItem(PotionLog);
        }

        if (Input.GetKeyDown(KeyCode.C))
        {
            GameObject.Find("Hand").GetComponent <SkinnedMeshRenderer>().enabled = false;
            playerWeaponController.EquipWeapon(staff);
        }
    }
Example #11
0
 public void EquipItem(GameObject itemToEquip)
 {
     if (itemToEquip.GetComponent <IArmor>() != null)
     {
         playerArmorController.EquipArmor(itemToEquip);
     }
     else if (itemToEquip.GetComponent <IWeapon>() != null)
     {
         playerWeaponController.EquipWeapon(itemToEquip);
     }
 }
        public bool EquipItem(Item item)
        {
            int equipSlotIndex = (int)item.EquipType;

            if (equipSlotIndex <= equipmentSlots.Length)
            {
                equipmentSlots[equipSlotIndex] = item;
                InventoryManager.instance.RemoveItem(item);
                playerEquipment.UnequipEquipment();
                playerEquipment.EquipWeapon(item);
                UIEventHandlers.EquipUpdate();
                return(true);
            }
            return(false);
        }
 private void Update()
 {
     if (Input.GetKeyDown(KeyCode.V))
     {
         playerWeaponController.EquipWeapon(sword);
     }
     // switch the inventory on and off
     if (Input.GetKeyDown(KeyCode.B))
     {
         if (inventoryPanel.activeSelf)
         {
             inventoryPanel.SetActive(false);
         }
         else
         {
             inventoryPanel.SetActive(true);
         }
     }
 }
 public void EquipItem(Item itemToEquip)
 {
     playerWeaponController.EquipWeapon(itemToEquip);
 }
Example #15
0
 public void EquipItem(Item itemToEquip) /* Access instance of InventoryController */
 {
     playerWeaponController.EquipWeapon(itemToEquip);
 }
Example #16
0
 void Start()
 {
     playerWeaponController = GetComponent <PlayerWeaponController>();
     axe = new Item(1, "axe");
     playerWeaponController.EquipWeapon(axe);
 }
Example #17
0
 // PlayerAct Callback
 public void EquipWeapon(WeaponData weaponData)
 {
     WeaponController.EquipWeapon(weaponData);
 }