public void AddItemToInvetory() { if (playerItems == null) { this.Awake(); } var slotToAddTo = playerItems.gameObject.GetComponentsInChildren <MyInventorySlot>()[Armour.GetSlotIndex(item.ArmourSlot)]; ArmourPiece itemBackup = slotToAddTo.GetArmourPiece(); if (slotToAddTo != null) { slotToAddTo.AddItem(this.item); } else { Debug.Log("ERROR!"); } if (itemBackup != null) { this.item = itemBackup; UpdateSlot(); } else { Object.Destroy(this.gameObject); } }
public Armour(string name, int requiredLevel, ArmourPiece armourPiece, int hpIncrease) : base(name) { this.RequiredLevel = requiredLevel; this.armourPiece = armourPiece; this.HpIncrease = hpIncrease; this.ItemType = ItemType.Armour; }
public void AddItem(ArmourPiece item) { this.item = item; button.gameObject.SetActive(true); if (item.icon != null) { icon.sprite = item.icon; icon.enabled = true; } InventoryUI.instance.onItemChangedCallback.Invoke(); }
public void UpdateValues(ArmourPiece item) { if (item != null) { var values = item.Values(); name.text = values[0]; armourValue.text = values[1]; staminaValue.text = values[2]; strenghtValue.text = values[3]; IntellectValue.text = values[4]; if (item.icon != null) { image.sprite = item.icon; } } }
void OnEquip(int armour) { ArmourPiece armourSelect = (ArmourPiece)armour; Debug.Log(armourSelect); switch (armourSelect) { case ArmourPiece.Head: equiped.helm = this; break; /*case ArmourPiece.Chest: * equiped.chest = this; * break; * * case ArmourPiece.Legs: * equiped.legs = this; * break; * * case ArmourPiece.Feet: * equiped.boots = this; * break; * * case ArmourPiece.Hands: * equiped.gloves = this; * break; * * case ArmourPiece.Necklace: * equiped.necklace = this; * break;*/ } //Destroy(this); }