public void EquipEquipment(GameItem itm, EquipmentType type) { switch (type) { case EquipmentType.LeftArm: _leftArm = itm; _specials[0] = itm.special; break; case EquipmentType.RightArm: _rightArm = itm; _specials[1] = itm.special; break; case EquipmentType.LeftLeg: _leftLeg = itm; _specials[2] = itm.special; break; case EquipmentType.RightLeg: _rightLeg = itm; _specials[3] = itm.special; break; } GlobalItens.RemoveFromInventory(itm); UpdateAttributesEquipment(); }
void OnMouseDown() { if (_invController.itemSelected != null) { GlobalItens.RemoveFromInventory(_invController.getItemSelected()); _invController.UpdateItemList(); } }
public void RemoveEquippedItem(GameItem itm, int pos) { if (_itens[pos] != null && _itens[pos] == itm) { GlobalItens.AddToInventory(_itens[pos]); _itens[pos] = null; } }
public bool EquipItem(GameItem itm) { for (int i = 0; i < 4; i++) { if (_itens[i] == null) { _itens[i] = itm; GlobalItens.RemoveFromInventory(itm); return(true); } } return(false); }
public static GameCharacter generetaChar() { GameCharacter _char = new GameCharacter(); _char.baseAttr.SetAttributes(10, 10, 10, 10, 10, 100, 1000); _char.baseAttr.SetTimers(10, 20, 5, 10); _char.sprite = Random.Range(1, 5); _char.itens.SetValue(GlobalItens.generateAlchemy(AlchemyType.HealLife), 0); _char.itens.SetValue(GlobalItens.generateAlchemy(AlchemyType.HealLife), 1); _char.itens.SetValue(GlobalItens.generateAlchemy(AlchemyType.HealLife), 2); _char.itens.SetValue(GlobalItens.generateAlchemy(AlchemyType.HealLife), 3); return(_char); }
void OnMouseDown() { GameItem itm = (_charController.GetComponent <WindowCharacterController>().currentItemSelected); if (GlobalItens.isInInventory(itm)) { switch (itm.type) { case ItemType.Alchemy: GlobalCharacter.player.EquipItem(itm); break; case ItemType.Equipment: GlobalCharacter.player.EquipEquipment(itm, itm.equipmentType); break; } } _charController.GetComponent <WindowCharacterController>().HideListToEquip(); _charController.GetComponent <WindowCharacterController>().OpenChangeItem(false); Camera.main.GetComponent <InventoryController>().UpdateCharacter(); }
void Start() { GlobalItens.Init(); GlobalCharacter.Init(); GlobalWorldMap.Init(); GlobalQuests.Init(); GlobalMap.Init(); GlobalInput.Init(); _itens = new ArrayList(); _npcs = new ArrayList(); AddItemToMap(GlobalItens.generateAlchemy(AlchemyType.HealLife), new Vector3(64, 96, -5)); GameCharacter test = GlobalCharacter.generetaChar(); test.name = "ERRROR"; test.sprite = 5; AddCharacterToMap(test, new Vector3(32, 32, -10)); }
public void RemoveEquippedEquipment(EquipmentType pos) { switch (pos) { case EquipmentType.LeftArm: GlobalItens.AddToInventory(_leftArm); _leftArm = null; _specials[0] = null; break; case EquipmentType.RightArm: GlobalItens.AddToInventory(_rightArm); _rightArm = null; _specials[1] = null; break; case EquipmentType.LeftLeg: GlobalItens.AddToInventory(_leftLeg); _leftLeg = null; _specials[2] = null; break; case EquipmentType.RightLeg: GlobalItens.AddToInventory(_rightLeg); _rightLeg = null; _specials[3] = null; break; } UpdateAttributesEquipment(); }
public void ClickAction(GameObject other = null) { switch (_actionType) { case ActionTileType.ChangeSpriteToNotCollide: case ActionTileType.ChangeSpriteToCollide: if (oldSprite == 0) { oldSprite = this.gameObject.GetComponent <TileChanges>().TileNumber; this.gameObject.GetComponent <TileChanges>().changeTile((int)(actionValue)); } else { this.gameObject.GetComponent <TileChanges>().changeTile(oldSprite); oldSprite = 0; } this.gameObject.GetComponent <TileChanges>().updateCollision(_spriteCollision); break; case ActionTileType.PickupItem: GlobalItens.AddToInventory(this.GetComponent <ItemBase>().item); Destroy(this.gameObject); break; case ActionTileType.GotoLocation: int[] val = (int[])(actionValue); Debug.Log("gotolocation"); other.transform.position = new Vector3(16 * val[0], 16 * val[1], other.transform.position.z); break; } }
void Start() { GlobalCharacter.Init(); GlobalItens.Init(); }
void Start() { _item = GlobalItens.generateAlchemy(AlchemyType.HealLife); this.GetComponent <TileChanges>().changeTile(_item.sprite); }