public Item PopItemFromSlot(int slot) { var item = equipmentList[slot].item; equipmentList[slot].item = null; UIEventHandlers.InventoryUpdate(); return(item); }
public Item ReplaceItemInSlot(Item item, int slot) { var oldItem = equipmentList[slot].item; equipmentList[slot].item = item; UIEventHandlers.InventoryUpdate(); return(oldItem); }
public void SetupGameObjects() { UIHandler = GameObject.Find("Canvas").GetComponent <UIEventHandlers>(); Score = GameObject.Find("Canvas/Score").GetComponent <Text>(); StartText = GameObject.Find("Canvas/StartText"); LoseText = GameObject.Find("Canvas/LoseText"); UpdateReset(); }
public bool AddToFirstEmptySlot(Item item) { for (int i = 0; i < equipmentList.Length; i++) { if (equipmentList[i].item == null) { equipmentList[i].item = item; UIEventHandlers.InventoryUpdate(); return(true); } } return(false); }
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); }
public bool UnequipItem(Item item) { int equipSlotIndex = (int)item.EquipType; if (equipSlotIndex <= equipmentSlots.Length) { equipmentSlots[equipSlotIndex] = null; InventoryManager.instance.RemoveItem(item); playerEquipment.UnequipEquipment(); playerEquipment.EnableBareHands(); UIEventHandlers.EquipUpdate(); //Stat Changes Here return(true); } return(false); }