//These are item functions for items that are in the CONVOY public void EquipConvoyItem() { CharacterInventory i = currentUnit.GetComponent <CharacterInventory>(); //Store the old equipment to add to the convoy Item oldEquip = null; if (currentItem is Weapon) { oldEquip = i.equippedWeapon; } else if (currentItem is Armor) { oldEquip = i.equippedArmor; } i.EquipNewItem(currentItem); ConvoyManager.instance.RemoveItem(convoyIndex, currentItemIndex); ConvoyManager.instance.AddItem(oldEquip); //Don't need these because the equipped weapon slot is seperate from the inventory //i.RemoveItemByIndex(currentItemIndex); //i.AddItem(oldEquip); ResetConvoyItemOptions(); UpdateItemInfo(); ResetCurrentItem(); RefreshConvoy(); }
public void EquipButton() { CharacterInventory inventory = MouseControl.instance.unitOfInterest.GetComponent <CharacterInventory>(); inventory.RemoveItemByID(item.GetInstanceID()); Item oldEquip = inventory.EquipNewItem(item); inventory.AddItem(oldEquip); Finish(); }
public void EquipButton() { CharacterInventory inventory = MouseControl.instance.unitOfInterest.GetComponent <CharacterInventory>(); inventory.RemoveItemByID(currentItem.GetInstanceID()); Item oldEquip = inventory.EquipNewItem(currentItem); inventory.AddItem(oldEquip); //Update the items ResetButtons(); }
public void EquipItem() { CharacterInventory i = currentUnit.GetComponent <CharacterInventory>(); //Store the old equipment to add back to the inventory Item oldEquip = null; if (currentItem is Weapon) { oldEquip = i.equippedWeapon; } else if (currentItem is Armor) { oldEquip = i.equippedArmor; } i.EquipNewItem(currentItem); i.RemoveItemByIndex(currentItemIndex); i.AddItem(oldEquip); ResetItemOptions(); UpdateItemInfo(); ResetCurrentItem(); }