Esempio n. 1
0
    /// <summary>
    /// Add or swap a modification
    /// </summary>
    /// <param name="pm"> null if the modification slot was empty</param>
    /// <returns></returns>
    public void ApplyModification(PuppetModificationBase pm)
    {
        int pos = (int)pm.Category;
        PuppetModificationBase swap = _ModificationSlot[pos];

        if (swap != null)
        {
            InventoryController.AModificationGoesBackToTheDrawer(swap);
            Destroy(transform.Find("Puppet").Find(((ModificationCategory)pos).ToString()).gameObject);
        }

        _audioManager.Play("Swap");

        InventoryController.AModificationHasBeenTakenFromDrawer(pm);
        _ModificationSlot[pos] = pm;
        pm.PutOnhandle(transform);

        //pm.changestate... or maybe this should be managed in inventory



        /* Obsolete
         *
         * // The following is not necessary.
         * if (pm.Category == ModificationCategory.Dye)
         * {
         *  if (dye != null /*&& dye != blank)
         *  {
         *      return pm;
         *  }
         *  else dye = (DyeModification)pm;
         * }
         * else if (pm.Category == ModificationCategory.Hair)
         * {
         *  PuppetModificationBase h = hair;
         *  hair = (HairModification)pm;
         *  return h;
         * }
         * else if(pm.Category == ModificationCategory.Eyes)
         * {
         *
         * }
         * //Debug.LogError("Something went wrong while applying a modification. Check if the category is managed and if PuppetModification set its Category properly");
         * return null; // if nothing been swapped
         */
    }
Esempio n. 2
0
    public void ClearPuppetStand()
    {
        if (DragAndDrop.itemBeingDragged != null)
        {
            return;
        }

        for (int pos = 0; pos < System.Enum.GetValues(typeof(ModificationCategory)).Length; pos++)
        {
            PuppetModificationBase swap = _ModificationSlot[pos];
            if (swap != null)
            {
                InventoryController.AModificationGoesBackToTheDrawer(swap);
                Destroy(transform.Find("Puppet").Find(((ModificationCategory)pos).ToString()).gameObject);
            }
            _ModificationSlot[pos] = null;
        }

        Destroy(transform.GetChild(0).GetComponent <DragAndDrop>());
    }