public void RemoveEquippedItem(GameItem itm, int pos) { if (_itens[pos] != null && _itens[pos] == itm) { GlobalItens.AddToInventory(_itens[pos]); _itens[pos] = null; } }
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; } }