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); }
void FilterEquipmentSlot(EqSlot filter) { int i = 0; foreach (Equipment model in PlayerSession.GetInventory().list) { if (model.slot == filter && !model.isUsed) { sorting.Add(i); } i++; } }
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]]); } } }