public void DropItem() { if (_selectedInvSlot != null && _selectedInvSlot.IsOccupied) { if (_selectedInvSlot.InvSlotContent.Resource) { GameObject ResourceDrop = Instantiate(ResourceDropPrefab, Player.transform.position, Quaternion.identity); ResourceDrop.GetComponent <ResourceDrop>().Type = _selectedInvSlot.InvSlotContent.ResourceDrop.Type; ResourceDrop.GetComponent <ResourceDrop>().Amount = _selectedInvSlot.InvSlotContent.Amount; ResourceDrop.GetComponent <SpriteRenderer>().sprite = Resources.Load <Sprite>("Sprites/" + _selectedInvSlot.InvSlotContent.IconName); UpdatePlayerResources(-1, _selectedInvSlot.InvSlotContent.ResourceDrop.Type); } else if (_selectedInvSlot.InvSlotContent.IsItem) { GameObject itemDrop = Instantiate(ItemDropPrefab, Player.transform.position, Quaternion.identity); itemDrop.GetComponent <ItemDrop>().Type = _selectedInvSlot.InvSlotContent.Item.Type; itemDrop.GetComponent <ItemDrop>().Item = _selectedInvSlot.InvSlotContent.Item; itemDrop.GetComponent <ItemDrop>().Name = _selectedInvSlot.InvSlotContent.Name; itemDrop.GetComponent <ItemDrop>().IconName = _selectedInvSlot.InvSlotContent.IconName; itemDrop.GetComponent <SpriteRenderer>().sprite = Resources.Load <Sprite>("Sprites/" + _selectedInvSlot.InvSlotContent.IconName); Player.AllItems.Remove(_selectedInvSlot.InvSlotContent.Item); _selectedInvSlot.ResetInvSlot(); Player.DamageValue = Player.BasicDamageValue; CancelItemOnMapPreshow(); } } }
public void FillUpBucket() { HandEquipment.ResetInvSlot(); InvSlotContent content = new InvSlotContent(FullBucket); AssigHandEquipment(content); }
private void UnEquipBody() { if (IsInventoryFull()) { DropItem(); } else { AddItem(_bodyEquipment.InvSlotContent); _bodyEquipment.ResetInvSlot(); } ToggleBlockIcon(false); }
private void SwapItems(InvSlot invSlot, string bodyPart) { InvSlotContent tempInvSlotContent = invSlot.InvSlotContent; invSlot.ResetInvSlot(); if (bodyPart == "Body") { AssignBodyEquipment(); } else if (bodyPart == "Hand") { AssigHandEquipment(); } AddItem(tempInvSlotContent); }
private void UnEquipBody() { if (IsInventoryFull()) { DropItem(); } else { AddItem(BodyEquipment.InvSlotContent); BodyEquipment.ResetInvSlot(); Player.DamageValue = Player.BasicDamageValue; ToggleBlockIcon(false); ToggleInvHint(false); CancelShieldOnMapPreshow(); } }