public EquipmentSlot GetGadgetSlot(Equipment equip, bool unequip = false) { if (unequip) { if (gadgetSlot1.GetContents() == equip) { return(gadgetSlot1); } else if (gadgetSlot2.GetContents() == equip) { return(gadgetSlot2); } return(null); } else { Equipment slot1 = gadgetSlot1.GetContents(); Equipment slot2 = gadgetSlot2.GetContents(); if (slot1 == null) { return(gadgetSlot1); } if (slot2 == null) { return(gadgetSlot2); } return(gadgetSlot1); } return(null); }
public void UpdateEquipmentNode(EquipmentSlot equipmentSlot) { Equipment equipment = equipmentSlot.GetContents(); switch (equipmentSlot.GetSlotType()) { case EquipmentSlotType.Offhand: if (equipment != null) { meleeNode.nodeIcon.sprite = equipment.sprite; } else { meleeNode.nodeIcon.sprite = null; } break; case EquipmentSlotType.Mainhand: if (equipment != null) { rangedNode.nodeIcon.sprite = equipment.sprite; } else { rangedNode.nodeIcon.sprite = null; } break; case EquipmentSlotType.Gadget: //Haven't figured out gadgets yet (due to multiple slots) break; default: //Do nothing break; } }