/// <summary> /// General function to try to equip the item in the active hand /// </summary> public void Equip() { // Is the player allowed to interact? (not a ghost) if (!isValidPlayer()) { return; } // Is there an item to equip? if (!CurrentSlot.IsFull) { return; } //This checks which UI slot the item can be equiped to and swaps it there UI_ItemSlot itemSlot = InventorySlotCache.GetSlotByItemType(CurrentSlot.Item); if (itemSlot != null) { // If we couldn't equip item into pocket, let's try the other pocket! if (!SwapItem(itemSlot) && itemSlot.eventName == "storage02") { SwapItem(InventorySlotCache.GetSlotByEvent("storage01")); } } else { Logger.LogError("No slot type was found for this object for auto equip", Category.UI); } }
/// <summary> /// General function to try to equip the item in the active hand /// </summary> public void Equip() { // Is the player allowed to interact? (not a ghost) if (!isValidPlayer()) { return; } // Is there an item to equip? if (!CurrentSlot.IsFull) { return; } //This checks which UI slot the item can be equiped to and swaps it there ItemType type = Slots.GetItemType(CurrentSlot.Item); SpriteType masterType = Slots.GetItemMasterType(CurrentSlot.Item); UI_ItemSlot itemSlot = InventorySlotCache.GetSlotByItemType(CurrentSlot.Item); if (itemSlot != null) { SwapItem(itemSlot); } else { Logger.LogError("No slot type was found for this object for auto equip", Category.UI); } }
public void Use() { if (PlayerManager.LocalPlayerScript != null) { if (!PlayerManager.LocalPlayerScript.playerMove.allowInput || PlayerManager.LocalPlayerScript.playerMove.isGhost) { return; } } if (!CurrentSlot.IsFull) { return; } //Is the item edible? if (CheckEdible()) { return; } //This checks which UI slot the item can be equiped too and swaps it there ItemType type = Slots.GetItemType(CurrentSlot.Item); SpriteType masterType = Slots.GetItemMasterType(CurrentSlot.Item); switch (masterType) { case SpriteType.Clothing: UI_ItemSlot slot = InventorySlotCache.GetSlotByItemType(CurrentSlot.Item); SwapItem(slot); break; case SpriteType.Items: UI_ItemSlot itemSlot = InventorySlotCache.GetSlotByItemType(CurrentSlot.Item); SwapItem(itemSlot); break; case SpriteType.Guns: break; } }
/// <summary> /// General function to try to equip the item in the active hand /// </summary> public void Equip() { // Is the player allowed to interact? (not a ghost) if (!isValidPlayer()) { return; } // Is there an item to equip? if (CurrentSlot.Item == null) { Logger.Log("!CurrentSlot.IsFull"); return; } //This checks which UI slot the item can be equiped to and swaps it there UI_ItemSlot itemSlot = InventorySlotCache.GetSlotByItemType(CurrentSlot.Item); if (itemSlot != null) { //Try to equip the item into the appropriate slot if (!SwapItem(itemSlot)) { //If we couldn't equip the item into it's primary slot, try the pockets! if (!SwapItem(InventorySlotCache.GetSlotByEvent(EquipSlot.storage01))) { //We couldn't equip the item in pocket 1. Try pocket2! //This swap fails if both pockets are full, do nothing if fail SwapItem(InventorySlotCache.GetSlotByEvent(EquipSlot.storage02)); } } } else { Logger.LogError("No slot type was found for this object for auto equip", Category.UI); } }
public void Use() { if (PlayerManager.LocalPlayerScript != null) { if (!PlayerManager.LocalPlayerScript.playerMove.allowInput || PlayerManager.LocalPlayerScript.playerMove.isGhost) { return; } } if (!CurrentSlot.IsFull) { return; } //Is the item edible? if (CheckEdible()) { return; } //This checks which UI slot the item can be equiped too and swaps it there ItemType type = Slots.GetItemType(CurrentSlot.Item); SpriteType masterType = Slots.GetItemMasterType(CurrentSlot.Item); UI_ItemSlot itemSlot = InventorySlotCache.GetSlotByItemType(CurrentSlot.Item); if (itemSlot != null) { SwapItem(itemSlot); } else { Logger.LogError("No slot type was found for this object for auto equip", Category.UI); } }