public void Equip(_Equipment newItem) { int index = (int)newItem.equipmentSlot; _Equipment oldItem = Unequip(index); if (currentEquipments[index] != null) { oldItem = currentEquipments [index]; inventory.Add(oldItem); } if (onEquipmentChanged != null) { onEquipmentChanged.Invoke(newItem, oldItem); } SetEquipmentBlendShapes(newItem, 100); currentEquipments [index] = newItem; SkinnedMeshRenderer newMesh = Instantiate <SkinnedMeshRenderer> (newItem.mesh); newMesh.transform.parent = targetMesh.transform; newMesh.bones = targetMesh.bones; newMesh.rootBone = targetMesh.rootBone; currentMeshs [index] = newMesh; }
public void Equip(Equipment newItem) { int slotIndex = (int)newItem.equipSlot; Equipment oldItem = null; if (currentEquipment[slotIndex] != null) { oldItem = currentEquipment[slotIndex]; inventory.Add(oldItem); } if (onEquipmentChanged != null) { onEquipmentChanged.Invoke(newItem, oldItem); } currentEquipment[slotIndex] = newItem; }