public void Equip(int buttonId) { Characters.Equipment equipment = equipButtons[buttonId].GetComponent <EquipmentButton>().equipment; Characters.Equipment currentEquipment; // test if client type allowed to equip this item if (equipment.allowedType == clients[selectedClientID].Character.charType && (equipment.numberOwned - equipment.numberEquiped) > 0) { // test equipment type if (equipment.type == EquipType.WEAPON) { currentEquipment = clients[selectedClientID].equipment[0]; clients[selectedClientID].equipment[0] = equipment; // WEAPON } else { currentEquipment = clients[selectedClientID].equipment[1]; clients[selectedClientID].equipment[1] = equipment; // ARMOR } currentEquipment.numberEquiped--; equipment.numberEquiped++; for (int i = 0; i < equipButtons.Length; i++) { if (i < equipmentOwned.Count) { equipButtons[i].GetComponent <EquipmentButton>().UpdateNumber(); } } UpdateStatsAndEquip(); } }
public void DisplayEquipInfo(Characters.Equipment equipment) { infoPanel.transform.GetChild(0).GetComponent <Image>().sprite = equipment.sprite; infoPanel.transform.GetChild(1).GetComponent <Text>().text = equipment.equipmentName; infoPanel.transform.GetChild(2).GetComponent <Text>().text = "Prix : " + equipment.price + "G"; switch (equipment.allowedType) { case (CharacterClass.Mage): infoPanel.transform.GetChild(3).GetChild(0).GetComponent <Image>().sprite = badges[0]; infoPanel.transform.GetChild(3).GetChild(1).GetComponent <Image>().sprite = badges[1]; break; case (CharacterClass.Stratege): infoPanel.transform.GetChild(3).GetChild(0).GetComponent <Image>().sprite = badges[2]; infoPanel.transform.GetChild(3).GetChild(1).GetComponent <Image>().sprite = badges[3]; break; case (CharacterClass.Temeraire): infoPanel.transform.GetChild(3).GetChild(0).GetComponent <Image>().sprite = badges[4]; infoPanel.transform.GetChild(3).GetChild(1).GetComponent <Image>().sprite = badges[5]; break; } //infoPanel.transform.GetChild(3).GetComponent<Text>().text = "Peut être utilisé par : " + equipment.allowedType; // Display information about the equipment infoPanel.transform.GetChild(4).GetComponent <Text>().text = "ATQ +" + equipment.atqMod; infoPanel.transform.GetChild(5).GetComponent <Text>().text = "PREC +" + equipment.precMod * 100 + "%"; infoPanel.transform.GetChild(6).GetComponent <Text>().text = "CRIT +" + equipment.critMod * 100 + "%"; infoPanel.transform.GetChild(7).GetComponent <Text>().text = "END +" + equipment.endMod; infoPanel.transform.GetChild(8).GetComponent <Text>().text = "PROT +" + equipment.protMod * 100 + "%"; // Display the number of similar equipment already owned infoPanel.transform.GetChild(9).GetComponent <Text>().text = "Already owned : " + equipment.numberOwned; selectedEquipment = equipment; }
public void Unequip(int eType) { Characters.Equipment equipment = clients[selectedClientID].equipment[eType]; // get back the equipment in the list equipment.numberEquiped--; for (int i = 0; i < equipButtons.Length; i++) { if (i < equipmentOwned.Count) { equipButtons[i].GetComponent <EquipmentButton>().UpdateNumber(); } } // reset client equipment to base equipment from class clients[selectedClientID].equipment[eType] = new Characters.Equipment(); clients[selectedClientID].equipment[eType] = clients[selectedClientID].Character.baseEquipment[eType]; UpdateStatsAndEquip(); }