//Function called internally to update the sprite bases using the current list indexes public void UpdateSpriteBase() { //Creating a new sprite package to pass to the sprite base CharSpritePackage newSprites = new CharSpritePackage(); //Setting the character's sprite base newSprites.spriteBase = this.spriteBasePrefab; //Setting the character's hair newSprites.hairSprites = this.hairSprites[this.hairIndex]; //Setting the character's facial hair newSprites.facialHairSprites = this.facialHairSprites[this.faceHairIndex]; //Setting the character's head newSprites.headSprites = this.headSprites[this.headIndex]; //Setting the character's eyes newSprites.eyeSprite = this.eyeSprites[this.eyeIndex]; //Setting the character's arms newSprites.rightArmSprites = this.armSprites[this.armIndex]; newSprites.leftArmSprites = this.armSprites[this.armIndex]; //Setting the character's body newSprites.bodySprites = this.bodySprites[this.bodyIndex]; //Setting the character's legs newSprites.legSprites = this.legSprites[this.legIndex]; //Setting the character's hair color newSprites.hairColor = this.hairColorGradient.Evaluate(this.hairColorSlider.value); newSprites.hairColor = new Color(newSprites.hairColor.r * this.hairDarknessSlider.value, newSprites.hairColor.g * this.hairDarknessSlider.value, newSprites.hairColor.b * this.hairDarknessSlider.value, 1); this.hairColorExampleImage.color = newSprites.hairColor; //Setting the character's facial hair color newSprites.facialHairColor = this.facialHairColorGradient.Evaluate(this.facialHairColorSlider.value); newSprites.facialHairColor = new Color(newSprites.facialHairColor.r * this.facialHairDarknessSlider.value, newSprites.facialHairColor.g * this.facialHairDarknessSlider.value, newSprites.facialHairColor.b * this.facialHairDarknessSlider.value, 1); this.facialHairColorExampleImage.color = newSprites.facialHairColor; //Setting the character's skin color newSprites.skinColor = this.skinColorGradient.Evaluate(this.skinColorSlider.value); newSprites.skinColor = new Color(newSprites.skinColor.r * this.skinDarknessSlider.value, newSprites.skinColor.g * this.skinDarknessSlider.value, newSprites.skinColor.b * this.skinDarknessSlider.value, 1); this.skinColorExampleImage.color = newSprites.skinColor; //Setting our sprite package this.spritePackage = newSprites; //Sending the new sprites to the base this.charBaseToCustomizeSide.SetSpriteImages(newSprites, null); }
//Constructor for this class public CharacterSaveData(Character characterToSave_) { //Setting variables from Character.cs this.firstName = characterToSave_.firstName; this.lastName = characterToSave_.lastName; this.sex = characterToSave_.sex; //Setting variables from RaceTypes.cs this.race = characterToSave_.charRaceTypes.race; this.subtypeList = characterToSave_.charRaceTypes.subtypeList; //Setting variables from Skills.cs this.unarmed = characterToSave_.charSkills.GetSkillLevelValue(SkillList.Unarmed); this.daggers = characterToSave_.charSkills.GetSkillLevelValue(SkillList.Daggers); this.swords = characterToSave_.charSkills.GetSkillLevelValue(SkillList.Swords); this.mauls = characterToSave_.charSkills.GetSkillLevelValue(SkillList.Mauls); this.poles = characterToSave_.charSkills.GetSkillLevelValue(SkillList.Poles); this.bows = characterToSave_.charSkills.GetSkillLevelValue(SkillList.Bows); this.shields = characterToSave_.charSkills.GetSkillLevelValue(SkillList.Shields); this.arcaneMagic = characterToSave_.charSkills.GetSkillLevelValue(SkillList.ArcaneMagic); this.holyMagic = characterToSave_.charSkills.GetSkillLevelValue(SkillList.HolyMagic); this.darkMagic = characterToSave_.charSkills.GetSkillLevelValue(SkillList.DarkMagic); this.fireMagic = characterToSave_.charSkills.GetSkillLevelValue(SkillList.FireMagic); this.waterMagic = characterToSave_.charSkills.GetSkillLevelValue(SkillList.WaterMagic); this.windMagic = characterToSave_.charSkills.GetSkillLevelValue(SkillList.WindMagic); this.electricMagic = characterToSave_.charSkills.GetSkillLevelValue(SkillList.ElectricMagic); this.stoneMagic = characterToSave_.charSkills.GetSkillLevelValue(SkillList.StoneMagic); this.survivalist = characterToSave_.charSkills.GetSkillLevelValue(SkillList.Survivalist); this.social = characterToSave_.charSkills.GetSkillLevelValue(SkillList.Social); //Setting variables from PhysicalState.cs this.maxHP = characterToSave_.charPhysState.maxHealth; this.currentHP = characterToSave_.charPhysState.currentHealth; this.maxFood = characterToSave_.charPhysState.maxFood; this.currentFood = characterToSave_.charPhysState.currentFood; this.maxWater = characterToSave_.charPhysState.maxWater; this.currentWater = characterToSave_.charPhysState.currentWater; this.maxSleep = characterToSave_.charPhysState.maxSleep; this.currentSleep = characterToSave_.charPhysState.currentSleep; this.requireFood = characterToSave_.charPhysState.requiresFood; this.requireWater = characterToSave_.charPhysState.requiresWater; this.requireSleep = characterToSave_.charPhysState.requiresSleep; this.startingHealthCurve = characterToSave_.charPhysState.startingHealthCurve; this.healthCurveLevels = characterToSave_.charPhysState.healthCurveLevels; this.highestHealthPercent = characterToSave_.charPhysState.highestHealthPercent; this.highestFoodPercent = characterToSave_.charPhysState.highestFoodPercent; this.highestWaterPercent = characterToSave_.charPhysState.highestWaterPercent; this.highestSleepPercent = characterToSave_.charPhysState.highestSleepPercent; this.trackingHealthPercents = characterToSave_.charPhysState.trackingHealthPercents; this.trackingFoodPercents = characterToSave_.charPhysState.trackingFoodPercents; this.trackingWaterPercents = characterToSave_.charPhysState.trackingWaterPercents; this.trackingSleepPercents = characterToSave_.charPhysState.trackingSleepPercents; //Setting variables from CombatStats.cs this.currentInitiativeSpeed = characterToSave_.charCombatStats.currentInitiativeSpeed; this.startingCol = characterToSave_.charCombatStats.startingPositionCol; this.startingRow = characterToSave_.charCombatStats.startingPositionRow; this.accuracy = characterToSave_.charCombatStats.accuracy; this.evasion = characterToSave_.charCombatStats.evasion; this.combatEffects = new List <string>(); for (int ce = 0; ce < characterToSave_.charCombatStats.combatEffects.Count; ++ce) { this.combatEffects.Add(JsonUtility.ToJson(characterToSave_.charCombatStats.combatEffects[ce])); } //Setting variables from ActionList.cs this.defaultActions = new List <string>(); for (int da = 0; da < characterToSave_.charActionList.defaultActions.Count; ++da) { PrefabIDTagData actionIDData = new PrefabIDTagData(characterToSave_.charActionList.defaultActions[da].GetComponent <IDTag>()); this.defaultActions.Add(JsonUtility.ToJson(actionIDData)); } this.rechargingSpells = new List <string>(); for (int rs = 0; rs < characterToSave_.charActionList.rechargingSpells.Count; ++rs) { this.rechargingSpells.Add(JsonUtility.ToJson(characterToSave_.charActionList.rechargingSpells[rs])); } //Setting variables from CharacterSprites.cs this.ourSprites = characterToSave_.charSprites.allSprites; //Setting all of the equipped object references if (characterToSave_.charInventory.helm != null) { this.helmObj = JsonUtility.ToJson(new PrefabIDTagData(characterToSave_.charInventory.helm.GetComponent <IDTag>())); } if (characterToSave_.charInventory.chestPiece != null) { this.chestObj = JsonUtility.ToJson(new PrefabIDTagData(characterToSave_.charInventory.chestPiece.GetComponent <IDTag>())); } if (characterToSave_.charInventory.leggings != null) { this.legObj = JsonUtility.ToJson(new PrefabIDTagData(characterToSave_.charInventory.leggings.GetComponent <IDTag>())); } if (characterToSave_.charInventory.gloves != null) { this.gloveObj = JsonUtility.ToJson(new PrefabIDTagData(characterToSave_.charInventory.gloves.GetComponent <IDTag>())); } if (characterToSave_.charInventory.shoes != null) { this.shoeObj = JsonUtility.ToJson(new PrefabIDTagData(characterToSave_.charInventory.shoes.GetComponent <IDTag>())); } if (characterToSave_.charInventory.cloak != null) { this.cloakObj = JsonUtility.ToJson(new PrefabIDTagData(characterToSave_.charInventory.cloak.GetComponent <IDTag>())); } if (characterToSave_.charInventory.necklace != null) { this.necklaceObj = JsonUtility.ToJson(new PrefabIDTagData(characterToSave_.charInventory.necklace.GetComponent <IDTag>())); } if (characterToSave_.charInventory.ring != null) { this.ringObj = JsonUtility.ToJson(new PrefabIDTagData(characterToSave_.charInventory.ring.GetComponent <IDTag>())); } if (characterToSave_.charInventory.leftHand != null) { this.leftHandObj = JsonUtility.ToJson(new PrefabIDTagData(characterToSave_.charInventory.leftHand.GetComponent <IDTag>())); } if (characterToSave_.charInventory.rightHand != null) { this.rightHandObj = JsonUtility.ToJson(new PrefabIDTagData(characterToSave_.charInventory.rightHand.GetComponent <IDTag>())); } //Looping through all of the character inventory items to save their object references this.inventorySlots = new List <string>(); this.stackedItems = new List <string>(); for (int i = 0; i < characterToSave_.charInventory.itemSlots.Count; ++i) { //Making sure the current inventory object isn't null if (characterToSave_.charInventory.itemSlots[i] != null) { //Reference to the item's IDTag component IDTag itemTag = characterToSave_.charInventory.itemSlots[i].GetComponent <IDTag>(); //Saving the IDTag info this.inventorySlots.Add(JsonUtility.ToJson(new PrefabIDTagData(itemTag))); //If the current item is a stack if (characterToSave_.charInventory.itemSlots[i].currentStackSize > 1) { //Creating a new InventoryItemStackData class to store the item stack InventoryItemStackData stack = new InventoryItemStackData(i, itemTag, characterToSave_.charInventory.itemSlots[i].currentStackSize); //Adding a serialized version of the stack data to our list of stacked items this.stackedItems.Add(JsonUtility.ToJson(stack)); } } //If the current item is null, we set a null slot to keep the empty space else { this.inventorySlots.Add(""); } } //Looping through all of the character perks to save their object references this.perkNames = new List <string>(); for (int p = 0; p < characterToSave_.charPerks.allPerks.Count; ++p) { //Making sure the current perk isn't null if (characterToSave_.charPerks.allPerks[p] != null) { //Saving this perk's ID tag info this.perkNames.Add(JsonUtility.ToJson(new PrefabIDTagData(characterToSave_.charPerks.allPerks[p].GetComponent <IDTag>()))); } } }
//Function called externally to set all of the sprite images for a character public void SetSpriteImages(CharSpritePackage cSprites_, Inventory characterInventory_) { //Setting the forward sprites this.forwardHair.sprite = cSprites_.hairSprites.front; this.forwardFacialHair.sprite = cSprites_.facialHairSprites.front; this.forwardHead.sprite = cSprites_.headSprites.front; this.forwardLeftEye.sprite = cSprites_.eyeSprite; this.forwardRightEye.sprite = cSprites_.eyeSprite; this.forwardBody.sprite = cSprites_.bodySprites.front; this.forwardRightArm.sprite = cSprites_.rightArmSprites.front; this.forwardLeftArm.sprite = cSprites_.leftArmSprites.front; this.forwardLegs.sprite = cSprites_.legSprites.front; //Setting the right side sprites this.rightSideHair.sprite = cSprites_.hairSprites.side; this.rightSideFacialHair.sprite = cSprites_.facialHairSprites.side; this.rightSideHead.sprite = cSprites_.headSprites.side; this.rightSideEye.sprite = cSprites_.eyeSprite; this.rightSideBody.sprite = cSprites_.bodySprites.side; this.rightSideRightArm.sprite = cSprites_.rightArmSprites.side; this.rightSideLeftArm.sprite = cSprites_.leftArmSprites.side; this.rightSideLegs.sprite = cSprites_.legSprites.side; //Setting the left side sprites this.leftSideHair.sprite = cSprites_.hairSprites.side; this.leftSideFacialHair.sprite = cSprites_.facialHairSprites.side; this.leftSideHead.sprite = cSprites_.headSprites.side; this.leftSideEye.sprite = cSprites_.eyeSprite; this.leftSideBody.sprite = cSprites_.bodySprites.side; this.leftSideRightArm.sprite = cSprites_.rightArmSprites.side; this.leftSideLeftArm.sprite = cSprites_.leftArmSprites.side; this.leftSideLegs.sprite = cSprites_.legSprites.side; //Setting the back sprites this.backHair.sprite = cSprites_.hairSprites.back; this.backHead.sprite = cSprites_.headSprites.back; this.backBody.sprite = cSprites_.bodySprites.back; this.backRightArm.sprite = cSprites_.rightArmSprites.side; this.backLeftArm.sprite = cSprites_.leftArmSprites.side; this.backLegs.sprite = cSprites_.legSprites.back; //Setting the hair color this.forwardHair.color = cSprites_.hairColor; this.leftSideHair.color = cSprites_.hairColor; this.rightSideHair.color = cSprites_.hairColor; this.backHair.color = cSprites_.hairColor; //Setting the facial hair color this.forwardFacialHair.color = cSprites_.facialHairColor; this.leftSideFacialHair.color = cSprites_.facialHairColor; this.rightSideFacialHair.color = cSprites_.facialHairColor; //Setting the forward sprite color this.forwardHead.color = cSprites_.skinColor; this.forwardBody.color = cSprites_.skinColor; this.forwardRightArm.color = cSprites_.skinColor; this.forwardLeftArm.color = cSprites_.skinColor; this.forwardLegs.color = cSprites_.skinColor; //Setting the back sprite color this.backHead.color = cSprites_.skinColor; this.backBody.color = cSprites_.skinColor; this.backRightArm.color = cSprites_.skinColor; this.backLeftArm.color = cSprites_.skinColor; this.backLegs.color = cSprites_.skinColor; //Setting the left side sprite color this.leftSideHead.color = cSprites_.skinColor; this.leftSideBody.color = cSprites_.skinColor; this.leftSideLeftArm.color = cSprites_.skinColor; this.leftSideRightArm.color = cSprites_.skinColor; this.leftSideLegs.color = cSprites_.skinColor; //Setting the right side sprite color this.rightSideHead.color = cSprites_.skinColor; this.rightSideBody.color = cSprites_.skinColor; this.rightSideRightArm.color = cSprites_.skinColor; this.rightSideLeftArm.color = cSprites_.skinColor; this.rightSideLegs.color = cSprites_.skinColor; //If the character inventory given isn't null, we set all of the character armor and weapon sprites if (characterInventory_ != null) { //Setting the helm sprites if a helm is equipped if (characterInventory_.helm != null) { this.forwardHelm.sprite = characterInventory_.helm.armorSpriteViews[0].front; this.backHelm.sprite = characterInventory_.helm.armorSpriteViews[0].back; this.rightSideHelm.sprite = characterInventory_.helm.armorSpriteViews[0].side; this.leftSideHelm.sprite = characterInventory_.helm.armorSpriteViews[0].side; //If this helm covers up the character's hair, we set the hair sprite to empty if (characterInventory_.helm.replaceCharacterSprite) { this.forwardHair.sprite = this.emptySprite; this.backHair.sprite = this.emptySprite; this.rightSideHair.sprite = this.emptySprite; this.leftSideHair.sprite = this.emptySprite; } } //If there is no helm, we set them to empty else { this.forwardHelm.sprite = this.emptySprite; this.backHelm.sprite = this.emptySprite; this.rightSideHelm.sprite = this.emptySprite; this.leftSideHelm.sprite = this.emptySprite; } //Setting the chestpiece sprites if a chestpiece is equipped if (characterInventory_.chestPiece != null) { //Looping through to find the correct sprite view to match our character's body type SpriteViews bodySpriteView = null; foreach (SpriteViews sv in characterInventory_.chestPiece.armorSpriteViews) { //If we find the correct sprite view for our body type if (sv.bodyType == cSprites_.bodySprites.bodyType) { //We set the sprite view and break the loop bodySpriteView = sv; break; } } //If we found a correct sprite view if (bodySpriteView != null) { this.forwardChestpiece.sprite = bodySpriteView.front; this.backChestpiece.sprite = bodySpriteView.back; this.rightSideChestpiece.sprite = bodySpriteView.side; this.leftSideChestpiece.sprite = bodySpriteView.side; //If this chestpiece covers up the character's torso, we hide them if (characterInventory_.chestPiece.replaceCharacterSprite) { this.forwardBody.sprite = this.emptySprite; this.backBody.sprite = this.emptySprite; this.rightSideBody.sprite = this.emptySprite; this.leftSideBody.sprite = this.emptySprite; } } //If we didn't find the correct sprite view else { Debug.LogError("ERROR! CharacterSpriteBase.SetSpriteImages, No valid body type for chestpiece"); //throw new System.Exception("ERROR! CharacterSpriteBase.SetSpriteImages, No valid body type for chestpiece"); } } //If there's no chestpiece, we set them to empty else { this.forwardChestpiece.sprite = this.emptySprite; this.backChestpiece.sprite = this.emptySprite; this.rightSideChestpiece.sprite = this.emptySprite; this.leftSideChestpiece.sprite = this.emptySprite; } //Setting the leggings sprites if leggings are equipped if (characterInventory_.leggings != null) { //Looping through to find the correct sprite view to match our character's body type SpriteViews legSpriteView = null; foreach (SpriteViews sv in characterInventory_.leggings.armorSpriteViews) { //If we find the correct sprite view for our body type if (sv.bodyType == cSprites_.legSprites.bodyType) { //We set the sprite view and break the loop legSpriteView = sv; break; } } //If we found a correct sprite view if (legSpriteView != null) { this.forwardLeggings.sprite = legSpriteView.front; this.backLeggings.sprite = legSpriteView.back; this.rightSideLeggings.sprite = legSpriteView.side; this.leftSideLeggings.sprite = legSpriteView.side; } //If we didn't find the correct sprite view else { throw new System.Exception("ERROR! CharacterSpriteBase.SetSpriteImages, No valid body type for leggings"); } } //If there's no leggings, we set them to empty else { this.forwardLeggings.sprite = this.emptySprite; this.backLeggings.sprite = this.emptySprite; this.rightSideLeggings.sprite = this.emptySprite; this.leftSideLeggings.sprite = this.emptySprite; } //Setting the shoe sprites if shoes are equipped if (characterInventory_.shoes != null) { //Looping through to find the correct sprite view to match our character's body type SpriteViews feetSpriteView = null; foreach (SpriteViews sv in characterInventory_.shoes.armorSpriteViews) { //If we find the correct sprite view for our body type if (sv.bodyType == cSprites_.legSprites.bodyType) { //We set the sprite view and break the loop feetSpriteView = sv; break; } } //If we found a correct sprite view if (feetSpriteView != null) { this.forwardShoes.sprite = feetSpriteView.front; this.backShoes.sprite = feetSpriteView.back; this.rightSideShoes.sprite = feetSpriteView.side; this.leftSideShoes.sprite = feetSpriteView.side; } //If we didn't find the correct sprite view else { throw new System.Exception("ERROR! CharacterSpriteBase.SetSpriteImages, No valid body type for shoes"); } } //If there's no shoes, we set them to empty else { this.forwardShoes.sprite = this.emptySprite; this.backShoes.sprite = this.emptySprite; this.rightSideShoes.sprite = this.emptySprite; this.leftSideShoes.sprite = this.emptySprite; } //Setting the glove sprites if gloves are equipped if (characterInventory_.gloves != null) { this.forwardRightGlove.sprite = characterInventory_.gloves.armorSpriteViews[0].front; this.backRightGlove.sprite = characterInventory_.gloves.armorSpriteViews[0].back; this.rightSideRightGlove.sprite = characterInventory_.gloves.armorSpriteViews[0].side; this.leftSideRightGlove.sprite = characterInventory_.gloves.armorSpriteViews[0].side; this.forwardLeftGlove.sprite = characterInventory_.gloves.armorSpriteViews[0].front; this.backLeftGlove.sprite = characterInventory_.gloves.armorSpriteViews[0].back; this.rightSideLeftGlove.sprite = characterInventory_.gloves.armorSpriteViews[0].side; this.leftSideLeftGlove.sprite = characterInventory_.gloves.armorSpriteViews[0].side; //If these gloves cover up the character's hands, we set the hand sprites to empty if (characterInventory_.gloves.replaceCharacterSprite) { this.forwardRightArm.sprite = this.emptySprite; this.backRightArm.sprite = this.emptySprite; this.rightSideRightArm.sprite = this.emptySprite; this.leftSideRightArm.sprite = this.emptySprite; this.forwardLeftArm.sprite = this.emptySprite; this.backLeftArm.sprite = this.emptySprite; this.rightSideLeftArm.sprite = this.emptySprite; this.leftSideLeftArm.sprite = this.emptySprite; } } //If there are no gloves, we set them to empty else { this.forwardRightGlove.sprite = this.emptySprite; this.backRightGlove.sprite = this.emptySprite; this.rightSideRightGlove.sprite = this.emptySprite; this.leftSideRightGlove.sprite = this.emptySprite; this.forwardLeftGlove.sprite = this.emptySprite; this.backLeftGlove.sprite = this.emptySprite; this.rightSideLeftGlove.sprite = this.emptySprite; this.leftSideLeftGlove.sprite = this.emptySprite; } //Setting the cloak sprites if a cloak is equipped if (characterInventory_.cloak != null) { this.forwardCloak.sprite = characterInventory_.cloak.armorSpriteViews[0].front; this.backCloak.sprite = characterInventory_.cloak.armorSpriteViews[0].back; this.rightSideCloak.sprite = characterInventory_.cloak.armorSpriteViews[0].side; this.leftSideCloak.sprite = characterInventory_.cloak.armorSpriteViews[0].side; } //If there is no cloak, we set them to empty else { this.forwardCloak.sprite = this.emptySprite; this.backCloak.sprite = this.emptySprite; this.rightSideCloak.sprite = this.emptySprite; this.leftSideCloak.sprite = this.emptySprite; } //Setting the right hand weapon sprites if there's a weapon equipped in that hand if (characterInventory_.rightHand != null) { //If the weapon sprite overlaps the character's hand (like if it's a shield or wrist claw) if (characterInventory_.rightHand.overlapCharacterHand) { this.forwardRightWeapon.sprite = this.emptySprite; this.backRightWeapon.sprite = characterInventory_.rightHand.weaponSpriteViews.back; this.rightSideRightWeapon.sprite = this.emptySprite; this.leftSideRightWeapon.sprite = characterInventory_.rightHand.weaponSpriteViews.side; this.forwardRightWeaponOverlap.sprite = characterInventory_.rightHand.weaponSpriteViews.front; this.rightSideRightWeaponOverlap.sprite = characterInventory_.rightHand.weaponSpriteViews.side; //If the weapon has a reverse view if (characterInventory_.rightHand.reverseView != null) { this.leftSideRightWeapon.sprite = characterInventory_.rightHand.reverseView; } } //If the weapon doesn't overlap the character hand else { this.forwardRightWeapon.sprite = characterInventory_.rightHand.weaponSpriteViews.front; this.backRightWeapon.sprite = characterInventory_.rightHand.weaponSpriteViews.back; this.rightSideRightWeapon.sprite = characterInventory_.rightHand.weaponSpriteViews.side; this.leftSideRightWeapon.sprite = characterInventory_.rightHand.weaponSpriteViews.side; this.forwardRightWeaponOverlap.sprite = this.emptySprite; this.rightSideRightWeaponOverlap.sprite = this.emptySprite; //If the weapon has a reverse view if (characterInventory_.rightHand.reverseView != null) { this.leftSideRightWeapon.sprite = characterInventory_.rightHand.reverseView; } } } //If there is no weapon, we set them to empty else { this.forwardRightWeapon.sprite = this.emptySprite; this.backRightWeapon.sprite = this.emptySprite; this.rightSideRightWeapon.sprite = this.emptySprite; this.leftSideRightWeapon.sprite = this.emptySprite; this.forwardRightWeaponOverlap.sprite = this.emptySprite; this.rightSideRightWeaponOverlap.sprite = this.emptySprite; } //Setting the left hand weapon sprites if there's a weapon equipped in that hand if (characterInventory_.leftHand != null) { //If the weapon sprite overlaps the character's hand (like if it's a shield or wrist claw) if (characterInventory_.leftHand.overlapCharacterHand) { this.forwardLeftWeapon.sprite = this.emptySprite; this.backLeftWeapon.sprite = characterInventory_.leftHand.weaponSpriteViews.back; this.rightSideLeftWeapon.sprite = characterInventory_.leftHand.weaponSpriteViews.side; this.leftSideLeftWeapon.sprite = this.emptySprite; this.forwardLeftWeaponOverlap.sprite = characterInventory_.leftHand.weaponSpriteViews.front; this.leftSideLeftWeaponOverlap.sprite = characterInventory_.leftHand.weaponSpriteViews.side; //If the weapon has a reverse view if (characterInventory_.leftHand.reverseView != null) { this.rightSideLeftWeapon.sprite = characterInventory_.leftHand.reverseView; } } //If the weapon doesn't overlap the character hand else { this.forwardLeftWeapon.sprite = characterInventory_.leftHand.weaponSpriteViews.front; this.backLeftWeapon.sprite = characterInventory_.leftHand.weaponSpriteViews.back; this.rightSideLeftWeapon.sprite = characterInventory_.leftHand.weaponSpriteViews.side; this.leftSideLeftWeapon.sprite = characterInventory_.leftHand.weaponSpriteViews.side; this.forwardLeftWeaponOverlap.sprite = this.emptySprite; this.leftSideLeftWeaponOverlap.sprite = this.emptySprite; //If the weapon has a reverse view if (characterInventory_.leftHand.reverseView != null) { this.rightSideLeftWeapon.sprite = characterInventory_.leftHand.reverseView; } } } //If there is no weapon, we set them to empty else { this.forwardLeftWeapon.sprite = this.emptySprite; this.backLeftWeapon.sprite = this.emptySprite; this.rightSideLeftWeapon.sprite = this.emptySprite; this.leftSideLeftWeapon.sprite = this.emptySprite; this.forwardLeftWeaponOverlap.sprite = this.emptySprite; this.leftSideLeftWeaponOverlap.sprite = this.emptySprite; } } //If there's no character inventory given, all of the armor sprites are empty else { //Setting the helms this.forwardHelm.sprite = this.emptySprite; this.backHelm.sprite = this.emptySprite; this.rightSideHelm.sprite = this.emptySprite; this.leftSideHelm.sprite = this.emptySprite; //Setting the chestpieces this.forwardChestpiece.sprite = this.emptySprite; this.backChestpiece.sprite = this.emptySprite; this.rightSideChestpiece.sprite = this.emptySprite; this.leftSideChestpiece.sprite = this.emptySprite; //Setting the leggings this.forwardLeggings.sprite = this.emptySprite; this.backLeggings.sprite = this.emptySprite; this.rightSideLeggings.sprite = this.emptySprite; this.leftSideLeggings.sprite = this.emptySprite; //Setting the shoes this.forwardShoes.sprite = this.emptySprite; this.backShoes.sprite = this.emptySprite; this.rightSideShoes.sprite = this.emptySprite; this.leftSideShoes.sprite = this.emptySprite; //Setting the right gloves this.forwardRightGlove.sprite = this.emptySprite; this.backRightGlove.sprite = this.emptySprite; this.rightSideRightGlove.sprite = this.emptySprite; this.leftSideRightGlove.sprite = this.emptySprite; //Setting the left gloves this.forwardLeftGlove.sprite = this.emptySprite; this.backLeftGlove.sprite = this.emptySprite; this.rightSideLeftGlove.sprite = this.emptySprite; this.leftSideLeftGlove.sprite = this.emptySprite; //Setting the cloaks this.forwardCloak.sprite = this.emptySprite; this.backCloak.sprite = this.emptySprite; this.rightSideCloak.sprite = this.emptySprite; this.leftSideCloak.sprite = this.emptySprite; //Setting the right hand weapons this.forwardRightWeapon.sprite = this.emptySprite; this.backRightWeapon.sprite = this.emptySprite; this.rightSideRightWeapon.sprite = this.emptySprite; this.leftSideRightWeapon.sprite = this.emptySprite; this.forwardRightWeaponOverlap.sprite = this.emptySprite; this.rightSideRightWeaponOverlap.sprite = this.emptySprite; //Setting the left hand weapons this.forwardLeftWeapon.sprite = this.emptySprite; this.backLeftWeapon.sprite = this.emptySprite; this.rightSideLeftWeapon.sprite = this.emptySprite; this.leftSideLeftWeapon.sprite = this.emptySprite; this.forwardLeftWeaponOverlap.sprite = this.emptySprite; this.leftSideLeftWeaponOverlap.sprite = this.emptySprite; } }