private void ApplyEquipableItemEffect(BaseStats target, ItemConfig item, CharEquipmentSlot equipedOn) { if (itemEffect == ItemEffect.IncreaseStatTemporarily) { if (target.GetEquippedItem(equipedOn) == item) { target.ReturnAfterUnnequip(attributteToModify, item, equipedOn); } else { target.ModifyStatByEquip(attributteToModify, modifier, item, equipedOn); } } }
private void ReturnItemToInventory(CharEquipmentSlot slotNeeded, BaseStats member, ItemConfig currentEquippedItem) { member.ReturnAfterUnnequip(currentEquippedItem.GetAttributeToModify(), currentEquippedItem, slotNeeded); playerInventory.AddItem(currentEquippedItem, 1); }