private void Update() { if (pickup.IsExistAroundItem) { pickup.IsExistAroundItem = false; if (!equipment.IsEquipWeapon) { slot.AddItemMain(pickup.GetPickupItem); equipment.Equip(pickup.GetPickupItem); } else { slot.AddItem(slot.GetEmptySlot(), pickup.GetPickupItem); pickup.GetPickupItem.gameObject.SetActive(false); } } if (slot.GetItemMain()) { Weapon weapon = slot.GetItemMain().GetComponent <Weapon>(); slotImage.SetColorMain(weapon.SlotColor); } if (slot.GetItemMain() && slot.GetItemMain().IsDestroyed) { Item itMainTemp = slot.GetItemMain(); //Weapon weaponMainTemp = itMainTemp.GetComponent<Weapon>(); //if (!weaponMainTemp) // Debug.LogError("weaponMainTemp is NULL,,"); equipment.UnEquip(); slot.RemoveItemMain(); itMainTemp.DestroyItem(); } }
private void Update() { if (Input.GetKeyDown(KeyCode.F)) { pickup.CheckItemInArea(tr.position); } else if (Input.GetKeyDown(KeyCode.Alpha1)) { if (slot.IsSlotEmpty(0)) { Debug.Log("비었다"); return; } Item it = equipment.UnEquip(); equipment.Equip(slot.ItemList[0]); slot.RemoveItemInNumber(0); slot.AddItem(it); } else if (Input.GetKeyDown(KeyCode.Alpha2)) { if (slot.IsSlotEmpty(1)) { Debug.Log("비었다"); return; } Item it = equipment.UnEquip(); equipment.Equip(slot.ItemList[1]); slot.RemoveItemInNumber(1); slot.AddItem(it); } else if (Input.GetKeyDown(KeyCode.Alpha3)) { if (slot.IsSlotEmpty(2)) { Debug.Log("비었다"); return; } Item it = equipment.UnEquip(); equipment.Equip(slot.ItemList[2]); slot.RemoveItemInNumber(2); slot.AddItem(it); } }
private void Update() { if (pickup.IsExistAroundItem) { pickup.IsExistAroundItem = false; if (!equipment.IsEquipWeapon) { equipment.Equip(pickup.GetPickupItem); } else { slot.AddItem(pickup.GetPickupItem); } pickup.GetPickupItem.gameObject.SetActive(false); } }
private void Update() { int slotNumber = 0; Item it = null; bool isPressedNumber = false; if (Input.GetKeyDown(KeyCode.F) && slot.IsCanPickUpItem()) { pickup.CheckItemInArea(tr.position); } if (Input.GetKeyDown(KeyCode.Alpha1)) { slotNumber = 0; isPressedNumber = true; } else if (Input.GetKeyDown(KeyCode.Alpha2)) { slotNumber = 1; isPressedNumber = true; } else if (Input.GetKeyDown(KeyCode.Alpha3)) { slotNumber = 2; isPressedNumber = true; } else if (Input.GetKeyDown(KeyCode.Alpha4)) { slotNumber = 3; isPressedNumber = true; } else if (Input.GetKeyDown(KeyCode.Alpha5)) { slotNumber = 4; isPressedNumber = true; } if (isPressedNumber) { isPressedNumber = false; // 그리고 누른 번호에 해당하는 슬롯의 정보를 현재 장착슬롯에 적용및 누른번호에 해당하는 슬롯에 대한 정보 소거 // 따로 빼낸 정보를 슬롯에 추가 AudioMng.GetInstance().PlaySound("Button1", tr.position, 100f); // 현재 낀 아이템이 있는지 체크 if (equipment.IsEquipWeapon) { Item itMain = equipment.UnEquip(); it = slot.GetItemListNumber(slotNumber); it.gameObject.SetActive(true); slot.RemoveItemMain(); slot.AddItemMain(slot.ItemList[slotNumber]); slot.RemoveItemInNumber(slotNumber); slot.AddItem(slotNumber, itMain); equipment.Equip(it); } else { slot.RemoveItemMain(); it = slot.GetItemListNumber(slotNumber); slot.AddItemMain(it); slot.RemoveItemInNumber(slotNumber); slot.AddItemEmpty(slotNumber); equipment.Equip(it); } } }