void Update() { if (Input.GetKeyDown(KeyCode.X)) { playerWeaponController.EquipWeapon(sword); Debug.Log("equiped a weapomn"); } if (Input.GetKeyDown(KeyCode.V)) { playerWeaponController.EquipWeapon(staff); Debug.Log("equiped a weapomn"); } if (Input.GetKeyDown(KeyCode.K)) { playerWeaponController.PerformWeaponAttack(); Debug.Log("equiped a weapomn"); } if (Input.GetKeyDown(KeyCode.P)) { playerWeaponController.PerformSpecialAttack(); Debug.Log("equiped a weapomn"); } }
public void EquipItem(Item itemToEquip) { playerWeaponController.EquipWeapon(itemToEquip); RemoveItemFromInventory(itemToEquip); UIEventHandler.ItemEquipped(itemToEquip); equippedItem = itemToEquip; isEquipped = true; }
//Equiping item from inventory code: public void EquipItem(Item equipItem) { if (currentWeapon != null) { UnequipItem(); } currentWeapon = ItemDatabase.instance.getItem(equipItem.name); playerWeaponController.EquipWeapon(currentWeapon); }
void Update() { if (Input.GetKeyDown(KeyCode.V)) { playerWeaponController.EquipWeapon(sword); } else if (Input.GetKeyDown(KeyCode.B)) { playerWeaponController.EquipWeapon(staff); } }
void Update() { if (Input.GetKeyDown(KeyCode.V)) { PlayerWeaponController.EquipWeapon(Sword); } }
// Update is called once per frame void Update() { if (Input.GetKey(KeyCode.V)) { playerWeaponController.EquipWeapon(sword); } }
public void EquipWeapon(PlayerWeaponController weaponController) { isEquiped = true; //animator.SetTrigger("equip"); weaponController.EquipWeapon(this); gameObject.GetComponent <BoxCollider>().enabled = false; }
public void EquipWeapon(PlayerWeaponController weaponController) { isEquiped = true; transform.localScale -= new Vector3(0.5F, 0.5F, 0.5F); transform.Rotate(0, 0, 0); weaponController.EquipWeapon(this); gameObject.GetComponent <BoxCollider>().enabled = false; }
void Start() { playerWeaponController = GetComponent <PlayerWeaponController>(); List <baseStat> swordStats = new List <baseStat>(); swordStats.Add(new baseStat(6, "Power", "Your power level")); sword = new Item(swordStats, "sword"); playerWeaponController.EquipWeapon(sword); }
void Update() { if (Input.GetKeyDown(KeyCode.V)) { GameObject.Find("Hand").GetComponent <SkinnedMeshRenderer>().enabled = true; playerWeaponController.EquipWeapon(sword); } if (Input.GetKeyDown(KeyCode.B)) { consumableController.ConsumeItem(PotionLog); } if (Input.GetKeyDown(KeyCode.C)) { GameObject.Find("Hand").GetComponent <SkinnedMeshRenderer>().enabled = false; playerWeaponController.EquipWeapon(staff); } }
public void EquipItem(GameObject itemToEquip) { if (itemToEquip.GetComponent <IArmor>() != null) { playerArmorController.EquipArmor(itemToEquip); } else if (itemToEquip.GetComponent <IWeapon>() != null) { playerWeaponController.EquipWeapon(itemToEquip); } }
public bool EquipItem(Item item) { int equipSlotIndex = (int)item.EquipType; if (equipSlotIndex <= equipmentSlots.Length) { equipmentSlots[equipSlotIndex] = item; InventoryManager.instance.RemoveItem(item); playerEquipment.UnequipEquipment(); playerEquipment.EquipWeapon(item); UIEventHandlers.EquipUpdate(); return(true); } return(false); }
private void Update() { if (Input.GetKeyDown(KeyCode.V)) { playerWeaponController.EquipWeapon(sword); } // switch the inventory on and off if (Input.GetKeyDown(KeyCode.B)) { if (inventoryPanel.activeSelf) { inventoryPanel.SetActive(false); } else { inventoryPanel.SetActive(true); } } }
public void EquipItem(Item itemToEquip) { playerWeaponController.EquipWeapon(itemToEquip); }
public void EquipItem(Item itemToEquip) /* Access instance of InventoryController */ { playerWeaponController.EquipWeapon(itemToEquip); }
void Start() { playerWeaponController = GetComponent <PlayerWeaponController>(); axe = new Item(1, "axe"); playerWeaponController.EquipWeapon(axe); }
// PlayerAct Callback public void EquipWeapon(WeaponData weaponData) { WeaponController.EquipWeapon(weaponData); }