//EquipedConsumable////////////////////////////////// //EquipedArmor/////////////////////////////////////// public void EquipArmor(GameObject item, ArmorType armorType) //MUST UNEQUIP BEFORE EQUIPPING IF NOT NULL { ItemMaster tempMaster = item.GetComponent <ItemMaster>(); int itemSubArray = (int)tempMaster.ReturnItemType(); Armor armorScript = item.GetComponent <Armor>(); UnEquipArmor(armorType); EquippedArmor[(int)armorType] = item; InventoryStorage[itemSubArray][tempMaster.ReturnItemName()].Remove(item); playerStats.AddAttributeEffect(AttributesEnum.armor, STARTUP_DECLARATIONS.ArmorTypeEnumReverse[(int)armorType], true, armorScript.returnArmor()); //second entry is name e.g. "Head" playerStats.AddAttributeEffect(AttributesEnum.plating, STARTUP_DECLARATIONS.ArmorTypeEnumReverse[(int)armorType], true, armorScript.returnPlating()); //second entry is name e.g. "Head" playerStats.AddAttributeEffect(AttributesEnum.stamina_regen, STARTUP_DECLARATIONS.ArmorTypeEnumReverse[(int)armorType], false, armorScript.returnEEnergyRegenModifier()); // UMA Component playerAvatar.SetSlot(armorScript.GetWardrobePiece().Item1); if (armorScript.GetWardrobePiece().Item2) { playerAvatar.SetSlot(armorScript.GetWardrobePiece().Item2); } playerAvatar.BuildCharacter(); }