public void EquipWeapon(Item itemToEquip)
    {
        if (EquippedWeapon != null)
        {
            UnequipWeapon();
        }

        EquippedWeapon = (GameObject)Instantiate(Resources.Load <GameObject>("Weapons/" + itemToEquip.ObjectSlug),
                                                 playerHand.transform);
        equippedWeapon = EquippedWeapon.GetComponent <IWeapon>();
        if (EquippedWeapon.GetComponent <IProjectileWeapon>() != null)
        {
            EquippedWeapon.GetComponent <IProjectileWeapon>().ProjectileSpawn = spawnProjectile;
        }
        //EquippedWeapon.transform.SetParent(playerHand.transform);
        equippedWeapon.Stats  = itemToEquip.BaseStats;
        currentlyEquippedItem = itemToEquip;
        characterStats.AddStatBonus(itemToEquip.BaseStats);
        if (itemToEquip.RndSuffixStats != null)
        {
            characterStats.AddStatBonus(itemToEquip.RndSuffixStats);
        }
        UIEventHandler.ItemEquipped(itemToEquip);
        UIEventHandler.StatsChanged();
    }
Exemple #2
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    public void EquipWeapon(Item itemToEquip)
    {
        // check if player has already equiped weapon then remove it and with its stats
        if (EquippedWeapon != null)
        {
            characterStats.RemoveStatBonus(EquippedWeapon.GetComponent <IWeapon>().Stats);
            Destroy(playerHand.transform.GetChild(0).gameObject);
        }
        else
        {
            // find the weapon object from the resources folder and parent it to the playerhand gameobject
            EquippedWeapon = (GameObject)Instantiate(Resources.Load <GameObject>("Weapons/" + itemToEquip.ObjectSlug),
                                                     playerHand.transform.position, playerHand.transform.rotation);

            Debug.Log("Created an item");

            activeWeapon = EquippedWeapon.GetComponent <IWeapon>();
            if (EquippedWeapon.GetComponent <IProjectTiles>() != null)
            {
                EquippedWeapon.GetComponent <IProjectTiles>().projectilePoint = spawnProjectile;
            }

            activeWeapon.Stats = itemToEquip.Stats;
            EquippedWeapon.transform.SetParent(playerHand.transform);
            characterStats.AddStatBonus(itemToEquip.Stats);
            Debug.Log(activeWeapon.Stats[0].GetCalculatedStatValue());
        }
    }
 public void EquipWeapon(Item itemToEquip)
 {
     if (EquippedWeapon != null)                                 //判断当前是否有武器
     {
         characterStats.RemoveStatBonus(equippedWeapon.Stats);   //移除该武器的属性增益
         Destroy(EquippedWeapon.transform.gameObject);
     }
     EquippedWeapon = (GameObject)Instantiate(Resources.Load <GameObject>("Weapons/" + itemToEquip.ObjectSlug),
                                              playerHand.transform.position, playerHand.transform.rotation);
     equippedWeapon = EquippedWeapon.GetComponent <IWeapon>();    //获得武器接口
     //判断是否法杖武器
     if (EquippedWeapon.GetComponent <IProjectileWeapon>() != null)
     {
         //设定法球生成位置
         EquippedWeapon.GetComponent <IProjectileWeapon>().ProjectlitSpawn = spawnProjectile;
     }
     //判断是否枪械武器
     if (EquippedWeapon.GetComponent <IGun>() != null)
     {
         //设置子弹生成位置
         EquippedWeapon.GetComponent <IGun>().ProjectlitSpawn = bulletSpawn;
     }
     EquippedWeapon.transform.SetParent(playerHand.transform);
     equippedWeapon.Stats  = itemToEquip.stats;
     currentlyEquippedItem = itemToEquip;
     characterStats.AddStatBonus(itemToEquip.stats);             //实现武器带来的属性增益
     UIEventHandler.ItemEquipped(itemToEquip);                   //UI事件驱动
     UIEventHandler.StatsChanged();                              //UI事件驱动
 }
Exemple #4
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    public void EquipWeapon(Item itemToEquip)
    {
        if (EquippedWeapon != null)
        {
            InventoryController.Instance.GiveItem(currentlyEquippedItem.ObjectSlug);

            characterStats.RemoveStatBonus(EquippedWeapon.GetComponent <IWeapon>().Stats);
            Destroy(playerHand.transform.GetChild(0).gameObject);
        }

        EquippedWeapon = Instantiate((GameObject)Resources.Load("Prefabs/Items/Weapons/" + itemToEquip.ObjectSlug), playerHand.transform.position, playerHand.transform.rotation);

        equippedWeapon = EquippedWeapon.GetComponent <IWeapon>();

        if (EquippedWeapon.GetComponent <IProjectileWeapon>() != null)
        {
            EquippedWeapon.GetComponent <IProjectileWeapon>().ProjectileSpawn = spawnProjectile;
        }

        EquippedWeapon.transform.SetParent(playerHand.transform);

        currentlyEquippedItem = itemToEquip;

        equippedWeapon.Stats = itemToEquip.Stats;

        characterStats.AddStatBonus(itemToEquip.Stats);

        UIEventHandler.ItemEquipped(itemToEquip);
        UIEventHandler.StatsChanged(characterStats);
    }
    public void EquipWeapon(Item itemToEquip)
    {
        if (EquipedWeapon != null)
        {
            characterStats.RemoveStatBonus(EquipedWeapon.GetComponent <IWeapon>().Stats);

            Destroy(playerHand.transform.GetChild(0).gameObject);
        }


        EquipedWeapon = (GameObject)Instantiate(Resources.Load <GameObject>("Weapons/" + itemToEquip.ObjectSlug), playerHand.transform.position, playerHand.transform.rotation);

        equipedWeapon = EquipedWeapon.GetComponent <IWeapon> ();

        if (EquipedWeapon.GetComponent <IProjectileWeapon> () != null)
        {
            EquipedWeapon.GetComponent <IProjectileWeapon> ().ProjectileSpawn = spawnProjectile;
        }

        equipedWeapon.Stats = itemToEquip.Stats;

        EquipedWeapon.transform.SetParent(playerHand.transform);

        characterStats.AddStatBonus(itemToEquip.Stats);

        //Debug.Log (equipedWeapon.Stats[0]);
    }
    public void EquipWeapoon(Item itemToEquip)
    {
        if (EquipedWeapon != null)
        {
            UnequipWeapon();
        }

        EquipedWeapon = (GameObject)Instantiate(Resources.Load <GameObject>("Weapons/" + itemToEquip.ObjectSlug),
                                                PlayerHand.transform.position, PlayerHand.transform.rotation);

        _equippedWeapon = EquipedWeapon.GetComponent <IWeapon>();

        if (EquipedWeapon.GetComponent <IProjectileWeapon>() != null)
        {
            EquipedWeapon.GetComponent <IProjectileWeapon>().ProjectileSpawn = _projectileSpawn;
        }

        EquipedWeapon.transform.SetParent(PlayerHand.transform);

        _equippedWeapon.Stats = itemToEquip.Stats;
        _currentlyEquipedItem = itemToEquip;
        _characterStats.AddStatBonus(itemToEquip.Stats);

        UIEventHandler.ItemEquiped(itemToEquip);
        UIEventHandler.StatsChanged();
    }
Exemple #7
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    public void EquipWeapon(Item _Item)
    {
        if (_Item == null)
        {
            return;
        }

        if (EquippedWeapon != null)
        {
            playerCharacterStats.RemoveStatBonus(equippedIWeapon.Stats);
            Destroy(transformRightHand.GetChild(0).gameObject);
        }

        GameObject Weapon = Resources.Load <GameObject>("Weapons/" + _Item.ObjectSlug);

        if (Weapon == null)
        {
            Debug.Log("Weapon == NULL (Resources.Load failed to find a GameObject)");
            return;
        }

        EquippedWeapon = (GameObject)Instantiate(Weapon, transformRightHand.position, Weapon.transform.rotation);
        EquippedWeapon.transform.SetParent(transformRightHand);

        equippedIWeapon = EquippedWeapon.GetComponent <IWeapon>();

        if (equippedIWeapon != null)
        {
            equippedIWeapon.Stats = _Item.Stats;
        }

        playerCharacterStats.AddStatBonus(_Item.Stats);
    }
    public void EquipWeapon(Item itemToEquip)
    {
        // This destroy the already equiped weapon, to be changed so it puts it back in inventory/ground... .
        if (EquippedWeapon != null)
        {
            characterStats.RemoveStatBonus(EquippedWeapon.GetComponent <IWeapon>().Stats);
            Destroy(playerHand.transform.GetChild(0).gameObject);
        }

        EquippedWeapon = Instantiate(Resources.Load <GameObject>("Weapons/" + itemToEquip.ObjectSlug), playerHand.transform.position, playerHand.transform.rotation);

        equippedWeapon = EquippedWeapon.GetComponent <IWeapon>();

        if (EquippedWeapon.GetComponent <IProjectileWeapon>() != null)
        {
            EquippedWeapon.GetComponent <IProjectileWeapon>().ProjectileSpawn = projectileSpawn;
        }

        equippedWeapon.Stats = itemToEquip.Stats;

        EquippedWeapon.transform.SetParent(playerHand.transform);

        characterStats.AddStatBonus(itemToEquip.Stats);
        Debug.Log(characterStats.Stats[0].GetCalculatedStatValue());
    }
 public void AddEffect(TimedEffect effect)
 {
     Debug.Log(characterStats.stats[0].CalculateStatValue());
     effect.StartTime = timer;
     timedEffects.Add(effect);
     characterStats.AddStatBonus(effect.Stats);
     Debug.Log(characterStats.stats[0].CalculateStatValue());
 }
Exemple #10
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 public void EquipWeapon(Item itemToEquip)
 {
     if (EquippedWeapon != null)
     {
         characterStats.RemoveStatBonus(EquippedWeapon.GetComponent <IWeapon>().Stats);
         Destroy(playerHand.transform.GetChild(0).gameObject);
     }
     EquippedWeapon       = (GameObject)Instantiate(Resources.Load <GameObject>("sword/" + itemToEquip.ObjectSlug), playerHand.transform.position, playerHand.transform.rotation);
     _equipedWeapon       = EquippedWeapon.GetComponent <IWeapon>();
     _equipedWeapon.Stats = itemToEquip.Stats;
     EquippedWeapon.transform.SetParent(playerHand.transform);
     characterStats.AddStatBonus(itemToEquip.Stats);
 }
    public void EquipWeapon(Item itemToEquip)
    {
        if (EquippedWeapon != null)
        {
            characterStats.RemoveStatBonus(EquippedWeapon.GetComponent <IWeapon>().Stats);
            Destroy(EquippedWeapon.gameObject);
        }

        EquippedWeapon       = (GameObject)Instantiate(Resources.Load <GameObject>("Weapons/" + itemToEquip.ObjectSlug));
        equippedWeapon       = EquippedWeapon.GetComponent <IWeapon>();
        equippedWeapon.Stats = itemToEquip.Stats;
        EquippedWeapon.transform.SetParent(swordArm.transform, false);
        characterStats.AddStatBonus(itemToEquip.Stats);
        Debug.Log(itemToEquip.Stats);
    }
Exemple #12
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    public void EquipWeapon(Item itemToEquip)
    {
        if (EquippedWeapon != null)
        {
            UnEquipWeapon();
        }

        EquippedWeapon = (GameObject)Instantiate(Resources.Load <GameObject>("Items/Weapons/" + itemToEquip.ObjectSlug), playerHand.transform.position, playerHand.transform.rotation);
        equippedWeapon = EquippedWeapon.GetComponent <IWeapon>();
        EquippedWeapon.transform.SetParent(playerHand.transform);
        equippedWeapon.Stats  = itemToEquip.Stats;
        currentlyEquippedItem = itemToEquip;
        characterStats.AddStatBonus(itemToEquip.Stats);
        UIEventHandler.ItemEquipped(itemToEquip);
        UIEventHandler.StatsChanged();
    }
    public void EquipWeapon(Item ItemToEquip)   // Hele det her system, kan også bruges til f.eks. at equip helm
    {
        if (EquippedWeapon != null)
        {
            //Fjerner Stats
            characterStats.RemoveStatBonus(EquippedWeapon.GetComponent <IWeapon>().Stats);

            //Fjerner våbnet i hånden
            Destroy(playerHand.transform.GetChild(0).gameObject);
        }

        EquippedWeapon = (GameObject)Instantiate(Resources.Load <GameObject>("Weapons/" + ItemToEquip.ObjectSlug), playerHand.transform.position, playerHand.transform.rotation);

        equippedWeapon = EquippedWeapon.GetComponent <IWeapon>();

        equippedWeapon.Stats = ItemToEquip.Stats;
        EquippedWeapon.transform.SetParent(playerHand.transform);
        characterStats.AddStatBonus(ItemToEquip.Stats);
    }
    public void EquipWeapon(Item itemToEquip)
    {
        // if we are already holding a weapon
        if (EquippedWeapon != null)
        {
            //get the weapon interface stats and remove any bonuses from the char stats
            characterStats.RemoveStatBonus(EquippedWeapon.GetComponent <IWeapon>().Stats);
            Destroy(playerHand.transform.GetChild(0).gameObject);
        }
        // then we create a object by looking through our resources folder for an object named after itemToEquip's ObjectSlug
        EquippedWeapon = (GameObject)Instantiate(Resources.Load <GameObject> ("Weapons/" + itemToEquip.ObjectSlug),
                                                 playerHand.transform.position, playerHand.transform.rotation);

        equippedWeapon       = EquippedWeapon.GetComponent <IWeapon> ();  //testing?
        equippedWeapon.Stats = itemToEquip.Stats;

        //EquippedWeapon.GetComponent<IWeapon> ().Stats = itemToEquip.Stats; //set weapon stats
        EquippedWeapon.transform.SetParent(playerHand.transform); //set the parent of weapon's transform to the hand's transform
        characterStats.AddStatBonus(itemToEquip.Stats);           // add item's stats as bonus stats to the player
        Debug.Log(equippedWeapon.Stats[0].CalculateFinalValue());
    }
Exemple #15
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 //***** commenting every line for later overhall
 public void EquipGear(Item itemToEquip)
 {
     if (EquippedGear != null)
     {
         characterStats.RemoveStatBonus(EquippedGear.GetComponent <IWeapon>().Stats);
         Destroy(playerHand.transform.GetChild(0).gameObject);
     }
     //Equipping gear other the weapon would have to locate the folder itemToEquip.ItemType + itemToEquip.ObjectSlug
     //instantiate the item from the Item itemToEquip... can get the type from here also
     EquippedGear = (GameObject)Instantiate(Resources.Load <GameObject>("Weapons/" + itemToEquip.ObjectSlug), playerHand.transform.position, playerHand.transform.rotation);
     //sets the equippedWeapon to the IWeapon interface.. So it is only called once, and we can get the required info
     equippedWeapon = EquippedGear.GetComponent <IWeapon>();
     //sets the stats of the weapon to the item that was equipped
     equippedWeapon.Stats = itemToEquip.Stats;
     //sets the equipment parent to the body part it needs. Needing for animations
     EquippedGear.transform.SetParent(playerHand.transform);
     //adds the stats from the item to the player
     characterStats.AddStatBonus(itemToEquip.Stats);
     //debug the value that was added form the items added
     Debug.Log(itemToEquip.Stats[0].GetCalculatedStatValue());
 }
Exemple #16
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    public void EquipWeapon(Item itemToEquip)
    {
        if (EquippedWeapon != null)
        {
            InventoryController.Instance.GiveItem(currentlyEquippedWeapon.ObjectSlug);
            characterStats.RemoveStatBonus(EquippedWeapon.GetComponent <IWeapon>().Stats);
            Destroy(playerHand.transform.GetChild(0).gameObject);
        }

        EquippedWeapon = Instantiate(Resources.Load <GameObject>("Weapons/" + itemToEquip.ObjectSlug),
                                     playerHand.transform.position, playerHand.transform.rotation);

        equippedWeapon = EquippedWeapon.GetComponent <IWeapon>();

        //스테프일때
        if (EquippedWeapon.GetComponent <IProjectileWeapon>() != null)
        {
            //무기에 spawnProjectile을 넣어둔다
            EquippedWeapon.GetComponent <IProjectileWeapon>().ProjectileSpawn = spawnProjectile;
        }
        else if (EquippedWeapon.GetComponent <Sword>() != null)
        {
            EquippedWeapon.GetComponent <Sword>().CharacterStats = characterStats;
        }

        EquippedWeapon.transform.SetParent(playerHand.transform);

        equippedWeapon.Stats = itemToEquip.Stats;

        currentlyEquippedWeapon = itemToEquip;

        List <BaseStat> tmpBase = itemToEquip.Stats;

        characterStats.AddStatBonus(tmpBase);

        UIEventHandler.ItemEquipped(itemToEquip);
    }
Exemple #17
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    public void EquipWeapon(Item itemToEquip)
    {
        Item previousWeaponItem = currentlyEquipedWeaponItem;

        UnequipCurrentWeapon();
        currentlyEquipedWeaponItem = itemToEquip;

        equippedWeapon = (GameObject)Instantiate(
            Resources.Load("Weapons/" + itemToEquip.ObjectSlug),
            playerHand.transform.position,
            playerHand.transform.rotation
            );


        weaponComponent = equippedWeapon.GetComponent <IWeapon>();

        if (equippedWeapon.GetComponent <IProjectileWeapon>() != null)
        {
            equippedWeapon.GetComponent <IProjectileWeapon>().projectileSpawn = spawnProjectile;
        }


        equippedWeapon.GetComponent <IWeapon>().Stats = itemToEquip.Stats;
        equippedWeapon.transform.SetParent(playerHand.transform, false);

        Animator animator = equippedWeapon.GetComponent <Animator>();

        if (animator != null)
        {
            animator.enabled = true;
        }

        characterStats.AddStatBonus(itemToEquip.Stats);

        UIEventHandler.ItemEquipped(currentlyEquipedWeaponItem);
        UIEventHandler.StatsChanged();
    }