public void ToggleEquipAbility() { InventoryHolder invHolder = ItemManager.Instance.GetInvHolder(itemsDisplay.CurrentPossessor); Equipment itemToToggle = (Equipment)ItemManager.Instance.GetItemAt(itemsDisplay.SelectedPos, itemsDisplay.CurrentPossessor); itemToToggle.ToggleEquipAbility(PossessorSearcher.GetPossessor(itemsDisplay.CurrentPossessor)); if (invHolder.ItemHolders[itemsDisplay.SelectedPos].IsEquipped) { OrganizeAfterToggle(invHolder, itemsDisplay.SelectedPos, false); } else { int equippedItemPos = invHolder.FindSameEquippedType(itemToToggle); if (equippedItemPos != InventoryHolder.POSITION_INVALID) { OrganizeAfterToggle(invHolder, equippedItemPos, false); } OrganizeAfterToggle(invHolder, itemsDisplay.SelectedPos, true); } itemsDisplay.DisplayAll(); }
public void OnUserSelected(int pos) { CharStats selectedUser = GameManager.Instance.GetCharacterAt(pos); ItemManager.Instance.UseItem(display.CurrentPossessor, display.SelectedPos, selectedUser); display.DisplayAll(); // Decrease number of remaining items numOfRemaining--; // If there aren't any remaining items if (numOfRemaining == 0) { Cancel(); gameObject.SetActive(false); return; } // Else UpdateRemaining(); if (isHPMP) { HPMP temp = GetHPMP(changingAttr, selectedUser); userButtons[pos].DisplayStat(temp.current, temp.max); } else { userButtons[pos].DisplayStat(GetStat(changingAttr, selectedUser)); } }