public static void GenerateMainHand()
    {
        EquipmentGenerator gen = new EquipmentGenerator();

        gen.SetTier(99).SetRarity(Rarity.Unique).SetName("Bugbuster");
        PlayerSession.GetInventory().list.Add(gen.Generate());
    }
    public static void GenerateOffHand()
    {//TODO Deprecated
        Equipment generated = new Equipment();

        generated.attribute       = new Attribute();
        generated.battle          = new BattleAttribute();
        generated.id              = Time.timeSinceLevelLoad.ToString() + Time.deltaTime.ToString();
        generated.name            = "Parrying dagger";
        generated.slot            = EqSlot.OffHand;
        generated.attribute.speed = 2;
        PlayerSession.GetInventory().list.Add(generated);
    }
Exemple #3
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    void FilterEquipmentSlot(EqSlot filter)
    {
        int i = 0;

        foreach (Equipment model in PlayerSession.GetInventory().list)
        {
            if (model.slot == filter && !model.isUsed)
            {
                sorting.Add(i);
            }
            i++;
        }
    }
Exemple #4
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    IEnumerator LoadEquipmentRoutine()
    {
        yield return(null);

        foreach (Transform child in viewPort.transform)
        {
            //Destroy(child.gameObject);
            child.gameObject.SetActive(false);
        }
        for (int i = 0; i < sorting.Count; i++)
        {
            if (i < viewPort.transform.childCount)
            {
                UpdateEquipmentItem(PlayerSession.GetInventory().list[sorting[i]], viewPort.transform.GetChild(i).GetComponent <InventoryItemUI>());
            }
            else
            {
                CreateNewEquipmentItem(PlayerSession.GetInventory().list[sorting[i]]);
            }
        }
    }