public void Equip(EquippableItem item, int checkDB) { if (checkDB == 0) { if (inventory.RemoveItem(item)) { EquippableItem previousItem; if (equipmentPanel.AddItem(item, out previousItem, 1)) { if (previousItem != null) { inventory.AddItem(previousItem); previousItem.Unequip(this); statPanel.UpdateStatValues(); } item.Equip(this); statPanel.UpdateStatValues(); } else { inventory.AddItem(item); } } } else { EquippableItem previousItem; if (equipmentPanel.AddItem(item, out previousItem, 0)) { item.Equip(this); statPanel.UpdateStatValues(); } } }
public void Equip(EquippableItem item) { Debug.Log("EQUIPU!"); if (Inventory.RemoveItem(item)) { Debug.Log("REMOVEU ITEM INVETARIO"); EquippableItem previousItem; if (EquipmentPanel.AddItem(item, out previousItem)) { if (previousItem != null) { Inventory.AddItem(previousItem); previousItem.Unequip(this); statPanel.UpdateStatValues(); } item.Equip(this); statPanel.UpdateStatValues(); } else { Debug.Log("ADD ITEM"); Inventory.AddItem(item); } } }
private void Drop(ItemSlot dropItemSlot) { if (dropItemSlot.CanRecieveItem(draggedSlot.Item) && draggedSlot.CanRecieveItem(dropItemSlot.Item)) { EquippableItem dragItem = draggedSlot.Item as EquippableItem; EquippableItem dropItem = dropItemSlot.Item as EquippableItem; if (draggedSlot is EquipmentSlot) { if (dragItem != null) { dragItem.Unequip(this); } if (dropItem != null) { dropItem.Equip(this); } } if (dropItemSlot is EquipmentSlot) { if (dragItem != null) { dragItem.Equip(this); } if (dropItem != null) { dropItem.Unequip(this); } } statPanel.UpdateStatValues(); Item draggedItem = draggedSlot.Item; draggedSlot.Item = dropItemSlot.Item; dropItemSlot.Item = draggedItem; } }
public void Equip(EquippableItem item) { item.EnchantLvl = dragItemSlot.Enchant; if (Inventory.RemoveItem(item)) { EquippableItem previousItem; if (EquipmentPanel.AddItem(item, out previousItem)) { if (previousItem != null) { Inventory.AddItem(previousItem); previousItem.Unequip(this); statPanel.UpdateStatValues(); } item.Equip(this); CharacterManager.Instance.EquipItem(WorldManager.Instance.activeCharacter, item.itemId); statPanel.UpdateStatValues(); } else { Inventory.AddItem(item); } } }
//private void BeginDrag(ItemSlot itemSlot) //{ // if (itemSlot.Item != null) // { // draggedSlot = itemSlot; // draggableItem.sprite = draggedSlot.Item.Icon; // draggableItem.transform.position = Input.mousePosition; // draggableItem.enabled = true; // if(itemSlot.Item is EquippableItem) // for(int i=0; i<EquipmentPanel.quip // //destinationSlot = itemSlot. // // destinationSlotImage.color = destinationHighlight; // } //} //private void EndDrag(ItemSlot itemSlot) //{ // draggedSlot = null; // draggableItem.enabled = false; // //destinationSlotImage.color = destinationNormal; //} //private void Drag(ItemSlot itemSlot) //{ // if (draggableItem.enabled) // { // draggableItem.transform.position = Input.mousePosition; // } //} //private void Drop(ItemSlot dropItemSlot) //{ // if (dropItemSlot.CanReceiveItem(draggedSlot.Item) && draggedSlot.CanReceiveItem(dropItemSlot.Item)) // { // EquippableItem dragItem = draggedSlot.Item as EquippableItem; // EquippableItem dropItem = dropItemSlot.Item as EquippableItem; // if (draggedSlot is EquipmentSlot) // { // if (dragItem != null) dragItem.Unequip(this); // if (dropItem != null) // { // nextTable = dropItem.NextTable; // familyTree = dropItem.Family; // archetype.nextButton.enabled = true; // dropItem.Equip(this); // } // } // if (dropItemSlot is EquipmentSlot) // { // if (dragItem != null) // { // nextTable = dragItem.NextTable; // familyTree = dragItem.Family; // archetype.nextButton.enabled = true; // } // dragItem.Equip(this); // if (dropItem != null) // { // nextTable = dropItem.NextTable; // familyTree = dropItem.Family; // archetype.nextButton.enabled = true; // dropItem.Unequip(this); // } // } // statPanel.UpdateStatValues(); // advantagePanel.UpdateStatValues(); // skillPanel.UpdateStatValues(); // Item draggedItem = draggedSlot.Item; // draggedSlot.Item = dropItemSlot.Item; // dropItemSlot.Item = draggedItem; // } //} public void Equip(EquippableItem item) { if (archetype.RemoveItem(item)) { EquippableItem previousItem; if (equipmentPanel.AddItem(item, out previousItem)) { if (previousItem != null) { archetype.AddItem(previousItem); previousItem.Unequip(this); statPanel.UpdateStatValues(); } item.Equip(this); lastItem = item; lastItemString = item.ToString(); //previousTable = item.Parent; nextTable = item.NextTable; familyTree = item.Family; subFamily = item.subFamily; archetype.nextButton.enabled = true; statPanel.UpdateStatValues(); advantagePanel.UpdateStatValues(); skillPanel.UpdateStatValues(); powerPanel.UpdateStatValues(); } else { archetype.AddItem(item); } } }
/// <summary> /// 아이템 장착 /// </summary> /// <param name="item">장착할 아이템</param> public void Equip(EquippableItem item) { if (inventory.RemoveItem(item)) { EquippableItem previosuItem; // 이전에 장착했던 아이템을 받을 변수 if (equipmentPanel.AddItem(item, out previosuItem)) { // 장착 했던 아이템이 있을 경우 인벤토리에 추가함 if (previosuItem != null) { inventory.AddItem(previosuItem); previosuItem.Unequip(this); // 장착 해체 후 스텟 반영 statsPanel.UpdateStatValues(); } item.Equip(this); // 장비한 아이템 스텟 반영 statsPanel.UpdateStatValues(); // 스텟 창 값 갱신 SetStats(); } // 장착 실패 -> 인벤토리로 돌려 보냄 else { inventory.AddItem(item); } } }
public bool Equip(EquippableItem equipment) { // TODO: remove equipment, remove from inventory equipment.Equip(m_StatController); if (equipment is WeaponItem) { // TODO: swap skills and animation ...etc } throw new NotImplementedException(); }
public void Equip(EquippableItem item) { // check if can remove item from inventory /*if (inventory.RemoveItem(item) && equippedItemsPanel.AddItem(item)) * {*/ item.Equip(this.unit); statPanel.UpdateStatValues(); /*} * else * { * inventory.AddItem(item); * Debug.Log("Remove items from unit to get more space"); * }*/ }
public void Equip(EquippableItem item) { EquippableItem previousItem; if (equipmentPanel.AddItem(item, out previousItem)) { if (previousItem != null) { previousItem.UnEquip(this); } item.Equip(this); wearInfoDisplay.UpdateStatusInfo(); } else { inventory.AddItem(item); } }
private void SwapItems(BaseItemSlot dropItemSlot) { EquippableItem dragEquipItem = dragItemSlot.Item as EquippableItem; EquippableItem dropEquipItem = dropItemSlot.Item as EquippableItem; if (dropItemSlot is EquipmentSlot) { if (dragEquipItem != null) { dragEquipItem.Equip(this); UpdateEquipItemController(dragEquipItem); } if (dropEquipItem != null) { dropEquipItem.Unequip(this); } } if (dragItemSlot is EquipmentSlot) { if (dragEquipItem != null) { dragEquipItem.Unequip(this); } if (dropEquipItem != null) { dropEquipItem.Equip(this); UpdateEquipItemController(dropEquipItem); } else { UpdateUnequipItemController(dragEquipItem); } } statPanel.UpdateStatValues(); Item draggedItem = dragItemSlot.Item; int draggedItemAmount = dragItemSlot.Amount; dragItemSlot.Item = dropItemSlot.Item; dragItemSlot.Amount = dropItemSlot.Amount; dropItemSlot.Item = draggedItem; dropItemSlot.Amount = draggedItemAmount; }
private void SwapItems(BaseItemSlot dropItemSlot) { EquippableItem dragItem = dragItemSlot.Item as EquippableItem; EquippableItem dropItem = dropItemSlot.Item as EquippableItem; if (dropItemSlot is EquipmentSlot) { if (dragItem != null) { dragItem.Equip(this); } if (dropItem != null) { dropItem.Unequip(this); } } if (dragItemSlot is EquipmentSlot) { if (dragItem != null) { dragItem.Unequip(this); } if (dropItem != null) { dropItem.Equip(this); } } statPanel.UpdateStatValues(); Item draggedItem = dragItemSlot.Item; int draggedItemAmount = dragItemSlot.Amount; int draggedItemEnchant = dragItemSlot.Enchant; dragItemSlot.Item = dropItemSlot.Item; dragItemSlot.Amount = dropItemSlot.Amount; dragItemSlot.Enchant = dropItemSlot.Enchant; dropItemSlot.Item = draggedItem; dropItemSlot.Amount = draggedItemAmount; dropItemSlot.Enchant = draggedItemEnchant; }
public void Equip(EquippableItem item) { if (Inventory.RemoveItem(item)) { EquippableItem previousItem; if (EquipmentPanel.AddItem(item, out previousItem)) { if (previousItem != null) { Inventory.AddItem(previousItem); previousItem.Unequip(this); } item.Equip(this); } else { Inventory.AddItem(item); } } }
private void SwapItems(BaseItemSlot dropItemSlot) { EquippableItem dragEquipItem = dragItemSlot.Item as EquippableItem; EquippableItem dropEquipItem = dropItemSlot.Item as EquippableItem; if (dropItemSlot is EquipmentSlot) { Debug.Log("DROP ITEM É EQUIPAVEL!"); if (dragEquipItem != null) { dragEquipItem.Equip(this); } if (dropEquipItem != null) { dropEquipItem.Unequip(this); } } if (dragItemSlot is EquipmentSlot) { Debug.Log("DRAG ITEM É EQUIPAVEL!"); Debug.Log(dragEquipItem.ItemName); if (dragEquipItem != null) { dragEquipItem.Unequip(this); } if (dropEquipItem != null) { dropEquipItem.Equip(this); } } statPanel.UpdateStatValues(); Item draggedItem = dragItemSlot.Item; int draggedItemAmount = dragItemSlot.Amount; dragItemSlot.Item = dropItemSlot.Item; dragItemSlot.Amount = dropItemSlot.Amount; dropItemSlot.Item = draggedItem; dropItemSlot.Amount = draggedItemAmount; }
public void Equip(EquippableItem item) { if (inventory.RemoveItem(item)) { EquippableItem previousItem; if (equipmentPanel.AddItem(item, out previousItem)) { if (previousItem != null) { inventory.AddItem(previousItem); previousItem.UnEquip(this); //statPanel.UpdateStatValues(); } item.Equip(this); //statPanel.UpdateStatValues(); } else { inventory.AddItem(item); } } }
public void SwapItems(BaseItemSlot dropItemSlot) { EquippableItem dragItem = dragItemSlot.Item as EquippableItem; EquippableItem dropItem = dropItemSlot.Item as EquippableItem; if (dragItemSlot is EquippableSlot) { if (dragItem != null) { dragItem.Unequip(player); } if (dropItem != null) { dropItem.Equip(player); } } if (dropItemSlot is EquippableSlot) { if (dragItem != null) { dragItem.Equip(player); } if (dropItem != null) { dropItem.Unequip(player); } } player.character.statPanel.UpdateStatValues(); Item draggedItem = dragItemSlot.Item; int draggedItemAmount = dragItemSlot.Amount; dragItemSlot.Item = dropItemSlot.Item; dragItemSlot.Amount = dropItemSlot.Amount; dropItemSlot.Item = draggedItem; dropItemSlot.Amount = draggedItemAmount; }
private void SwapItems(BaseItemSlot dropItemSlot) { EquippableItem dragEquipItem = dragItemSlot.Item as EquippableItem; EquippableItem dropEquipItem = dropItemSlot.Item as EquippableItem; if (dropItemSlot is EquipmentSlot) { if (dragEquipItem != null) { dragEquipItem.Equip(this); } if (dropEquipItem != null) { dropEquipItem.Unequip(this); } } if (dragItemSlot is EquipmentSlot) { if (dragEquipItem != null) { dragEquipItem.Unequip(this); } if (dropEquipItem != null) { dropEquipItem.Equip(this); } } Item draggedItem = dragItemSlot.Item; int draggedItemAmount = dragItemSlot.Amount; dragItemSlot.Item = dropItemSlot.Item; dragItemSlot.Amount = dropItemSlot.Amount; dropItemSlot.Item = draggedItem; dropItemSlot.Amount = draggedItemAmount; }
public void Equip(EquippableItem item) { if (inventory.RemoveItem(item)) { EquippableItem previousItem; if (equipmentPanel.AddItem(item, out previousItem)) { if (previousItem != null) { inventory.AddItem(previousItem); previousItem.Unequip(this); } item.Equip(this); //裝備武器時同步到玩家手上 20190313 if (item.equipmentType == EquipmentType.武器) { Object obj = Resources.Load(item.ItemName); GameObject gobj = Instantiate(obj) as GameObject; gobj.tag = "Player"; gobj.transform.parent = Hand.transform; gobj.transform.position = Hand.transform.position; gobj.transform.rotation = Hand.transform.rotation; if (WeaponInHandEvent != null) { WeaponInHandEvent(); } } } else { inventory.AddItem(item); } } }
public void Equip(EquippableItem item) { //We'll want to add a way to equip items from anywhere and not just the inventory if (inventory.RemoveItem(item)) { EquippableItem previousItem; if (equipmentPanel.AddItem(item, out previousItem)) { if (previousItem != null) { inventory.AddItem(previousItem); previousItem.Unequip(player); statPanel.UpdateStatValues(); } item.Equip(player); statPanel.UpdateStatValues(); } else { inventory.AddItem(item); } } }
public void Equip(EquippableItem item) { if (inventory.RemoveItem(item)) //Remove item from inventory { EquippableItem previousItem; if (equipmentPanel.AddItem(item, out previousItem)) //Add to equipment panel { if (previousItem != null) //Equipment slot already occupied { inventory.AddItem(previousItem); //Return it back to inventory previousItem.Unequip(this); statPanel.UpdateStatValues(); } item.Equip(this); statPanel.UpdateStatValues(); //Update the values } else { inventory.AddItem(item); //Can't be equipped = return to inventory } } }
public void Equip(EquippableItem item) { if (Inventory.RemoveItem(item)) { EquippableItem previousItem; if (EquipmentPanel.AddItem(item, out previousItem)) { if (previousItem != null) { Inventory.AddItem(previousItem); previousItem.Unequip(this); statPanel.UpdateStatValues(); } item.Equip(this); UpdateEquipItemController(item); statPanel.UpdateStatValues(); } else { Inventory.AddItem(item); } } }
public void Equip(EquippableItem item) { if (inventory.RemoveItem(item)) { EquippableItem previousItem; if (equpmentPanel.AddItem(item, out previousItem)) { if (previousItem != null) { inventory.AddItem(previousItem); } item.Equip(this); Shield1.maxShield += item.shield; health1.maxHealth += item.health; movement1.maxSpeed += item.speed; Debug.Log("Hello"); } else { inventory.AddItem(item); } } }
public void OnClick() { EquippableItem eqp = null; if (GameCursor.instance.heldItem == null) { if (item != null) { GameCursor.HoldItem(new ItemData(item, 1)); item.Unequip(GameManager.instance.player.GetComponent <Player>()); } SetItem(null); } else if (GameCursor.instance.heldItem.item is EquippableItem) { eqp = (EquippableItem)GameCursor.instance.heldItem.item; if (eqp.gearType != gearType) { return; } if (item == null) { GameCursor.HoldItem(null); } else { GameCursor.HoldItem(new ItemData(item, 1)); } SetItem(eqp); eqp.Equip(GameManager.instance.player.GetComponent <Player>()); } }