Esempio n. 1
0
 public void UnEquipItem(Equippable itemToUnequip)
 {
     UIEventHandler.ItemUnequipped(itemToUnequip);
     characterStats.RemoveStatBonuses(itemToUnequip.Stats);
     equippedItems.Remove(itemToUnequip);
     Debug.Log("Unequipped: " + itemToUnequip);
     TakeItem(itemToUnequip);              // unequipped items automatically go to the inventory for now
 }
 public void UnequipArmor(Item item)
 {
     SoundDatabase.PlaySound(0);
     item.Stats.RemoveStatsFromOther(player.Stats);
     inventoryController.GiveItem(item);
     Destroy(playerArmor.transform.Find(item.Name).gameObject);
     UIEventHandler.ItemUnequipped(item);
     UIEventHandler.StatsChanged();
     SoundDatabase.PlaySound(0);
 }
Esempio n. 3
0
 private void UnequipCurrentWeapon()
 {
     if (equippedWeapon != null)
     {
         characterStats.RemoveStatBonus(equippedWeapon.GetComponent <IWeapon>().Stats);
         Destroy(playerHand.transform.GetChild(0).gameObject);
         UIEventHandler.ItemUnequipped(currentlyEquipedWeaponItem);
         UIEventHandler.StatsChanged();
         currentlyEquipedWeaponItem = null;
         weaponComponent            = null;
     }
 }
 public void UnequipWeapon(Item item)
 {
     if (EquippedWeapon != null)
     {
         SoundDatabase.PlaySound(0);
         //print("unequipped");
         //print(equippedWeapon.Stats.Physical);
         equippedWeapon.Stats.RemoveStatsFromOther(player.Stats);
         inventoryController.GiveItem(currentlyEquippedItem.Name);
         Destroy(playerHand.transform.GetChild(0).gameObject);
         UIEventHandler.ItemUnequipped(item);
         UIEventHandler.StatsChanged();
     }
 }