public void EquipSpell(RuntimeSpellItems spell)
        {
            currentSpell = spell;
            QuickSlot uiSlot = QuickSlot.singleton;

            uiSlot.UpdateSlot(QSlotType.spell, spell.instance.icon);
        }
        public void EquipWeapon(RuntimeWeapon w, bool isLeft = false)
        {
            if (isLeft)
            {
                if (leftHandWeapon != null)
                {
                    leftHandWeapon.weaponModel.SetActive(false);
                }
                leftHandWeapon = w;
            }
            else
            {
                if (rightHandWeapon != null)
                {
                    rightHandWeapon.weaponModel.SetActive(false);
                }

                rightHandWeapon = w;
            }
            string targetIdle = w.instance.oh_idle;

            targetIdle += (isLeft) ? StaticStrings._l : StaticStrings._r;
            states.anim.SetBool(StaticStrings.mirror, isLeft);
            states.anim.Play(StaticStrings.changeWeapon);
            states.anim.Play(targetIdle);

            QuickSlot uiSlot = QuickSlot.singleton;

            uiSlot.UpdateSlot(
                (isLeft)?
                QSlotType.lh : QSlotType.rh, w.instance.icon);

            w.weaponModel.SetActive(true);
        }
        public void EquipWeapon(RuntimeWeapon weapon, bool isLeft = false)
        {
            if (isLeft)
            {
                if (leftHandWeapon != null)
                {
                    leftHandWeapon.weaponModel.SetActive(false);
                }

                leftHandWeapon = weapon;
            }
            else
            {
                if (rightHandWeapon != null)
                {
                    rightHandWeapon.weaponModel.SetActive(false);
                }

                rightHandWeapon = weapon;
            }

            string targetIdle = weapon.Instance.oh_idle;

            targetIdle += (isLeft) ? StaticStrings._leftPrefix : StaticStrings._rightPrefix;
            states.animator.SetBool(StaticStrings.animParam_Mirror, isLeft);
            states.animator.Play(StaticStrings.animState_ChangeWeapon);
            //Debug.Log("TargetIdle: " + targetIdle);
            states.animator.Play(targetIdle);

            Item i = ResourcesManager.Instance.GetItem(weapon.Instance.item_id, Itemtype.Weapon);

            quickSlotManager.UpdateSlot(
                (isLeft) ?
                QSlotType.leftHand : QSlotType.rightHand, i.itemIcon);

            weapon.weaponModel.SetActive(true);
        }
        public void EquipWeapon(RuntimeWeapon weapon, bool isLeft = false)
        {
            string targetIdle = weapon.instance.oh_idle;

            targetIdle += (isLeft) ? "_l" : "_r";
            states.anim.SetBool(StaticStrings.mirror, isLeft);
            states.anim.Play(StaticStrings.changeWeapon);
            states.anim.Play(targetIdle);

            QuickSlot uiSlot = QuickSlot.singleton;

            uiSlot.UpdateSlot((isLeft) ? QSlotType.lh : QSlotType.rh, weapon.instance.icon);

            weapon.weaponModel.SetActive(true);
        }