/// <summary>
        /// Equip the given item for the given user. This won't check about requirement, this should be done by the
        /// inventory before calling equip!
        /// </summary>
        /// <param name="item">Which item to equip</param>
        public void Equip(EquipmentItem item)
        {
            Unequip(item.Slot, true);

            OnEquiped?.Invoke(item);

            switch (item.Slot)
            {
            case EquipmentItem.EquipmentSlot.Head:
            {
                m_HeadSlot = item;
                m_HeadSlot.EquippedBy(m_Owner);
            }
            break;

            case EquipmentItem.EquipmentSlot.Torso:
            {
                m_TorsoSlot = item;
                m_TorsoSlot.EquippedBy(m_Owner);
            }
            break;

            case EquipmentItem.EquipmentSlot.Legs:
            {
                m_LegsSlot = item;
                m_LegsSlot.EquippedBy(m_Owner);
            }
            break;

            case EquipmentItem.EquipmentSlot.Feet:
            {
                m_FeetSlot = item;
                m_FeetSlot.EquippedBy(m_Owner);
            }
            break;

            case EquipmentItem.EquipmentSlot.Accessory:
            {
                m_AccessorySlot = item;
                m_AccessorySlot.EquippedBy(m_Owner);
            }
            break;

            //special value for weapon
            case (EquipmentItem.EquipmentSlot) 666:
                Weapon = item as Weapon;
                Weapon.EquippedBy(m_Owner);
                break;

            default:
                break;
            }
        }
Exemple #2
0
        /// <summary>
        /// Equip the given item for the given user. This won't check about requirement, this should be done by the
        /// inventory before calling equip!
        /// </summary>
        /// <param name="item">Which item to equip</param>
        public void Equip(EquipmentItem item)
        {
            OnEquiped?.Invoke(item);

            switch (item.slot)
            {
            case EquipmentItem.EquipmentSlot.Head:
            {
                _headSlot = item;
                _headSlot.EquippedBy(_owner);
            }
            break;

            case EquipmentItem.EquipmentSlot.Torso:
            {
                _torsoSlot = item;
                _torsoSlot.EquippedBy(_owner);
            }
            break;

            case EquipmentItem.EquipmentSlot.Legs:
            {
                _legsSlot = item;
                _legsSlot.EquippedBy(_owner);
            }
            break;

            case EquipmentItem.EquipmentSlot.Feet:
            {
                _feetSlot = item;
                _feetSlot.EquippedBy(_owner);
            }
            break;

            case EquipmentItem.EquipmentSlot.Accessory:
            {
                _accessorySlot = item;
                _accessorySlot.EquippedBy(_owner);
            }
            break;

            case EquipmentItem.EquipmentSlot.Weapon:
            {
                Weapon = item as WeaponItem;
                Weapon.EquippedBy(_owner);
            }
            break;

            default:
                throw new ArgumentOutOfRangeException();
            }
        }