// Use this for initialization void Start() { _rigidBody = GetComponent <Rigidbody2D>(); _animator = GetComponent <Animator>(); _animator.SetFloat("Angle", 0f); _pickupOption = GetComponent <PickupOptionController>(); _inventory = GetComponent <InventoryController>(); _equipment = GetComponent <EquipmentController>(); _stats = GetComponent <AttributeController>(); _airItem = GetComponent <AirItemController>(); _lastPosition = transform.position; }
private void Awake() { GameObject player = GameObject.FindGameObjectWithTag(Constant.TAG_PLAYER); _playerEquipment = player.GetComponent <EquipmentController>(); _slots = new List <EquipmentSlot>(); for (int i = 0; i < _playerEquipment.EquipmentTable.Count; ++i) { GameObject slot = Instantiate(EquipmentSlotPrefab, EquipmentSlotParent); _slots.Add(slot.GetComponent <EquipmentSlot>()); _slots[i].SetPosition(i); } }
public void OnUnequip(EquipmentController playerEquipment, AttributeController playerStats) { Debug.Log("Unequip " + Name); playerEquipment.RemoveItem(_equipmentType); UnapplyBuff(playerStats); }
public void OnEquip(EquipmentController playerEquipment, AttributeController playerStats) { Debug.Log("Equip " + Name); playerEquipment.AddItem(Copy()); ApplyBuff(playerStats); }