예제 #1
0
 public GEquippableItem getAtSlot(CharacterSlots slot)
 {
     if (slots [(int)slot] == null) {
         return null;
     }
     return slots[(int)slot];
 }
예제 #2
0
 public GEquippableItem getAtSlot(CharacterSlots slot)
 {
     if (slots [(int)slot] == null)
     {
         return(null);
     }
     return(slots[(int)slot]);
 }
예제 #3
0
 public bool slotContainsAnyItem(CharacterSlots slot)
 {
     if (slots [(int)slot] == null)
     {
         return(false);
     }
     return(true);
 }
예제 #4
0
    public void unequipSlot(CharacterSlots slot)
    {
        GEquippableItem currentItem = slots [(int)slot];

        foreach (KeyValuePair <CharacterSlots, string> entry in currentItem.resource_identifiers)
        {
            slots[(int)entry.Key] = null;
        }
    }
예제 #5
0
 void updateEquippedItemsAtSlot(CharacterSlots slot, string resource_identifier)
 {
     /*if (getAnimClipPair (slot) == null) {
      *      Debug.Log (slot);
      * }*/
     if (getAnimClipPair(slot).getClip().name != getClipName(resource_identifier, getBodypartName(slot)))
     {
         changeAnimClip(getAnimClipPair(slot), GetClipFromResources(resource_identifier, getBodypartClipSuffix(getBodypartName(slot))));
     }
 }
예제 #6
0
 Animator_Clip_Pair getAnimClipPair(CharacterSlots slot)
 {
     switch (slot) {
     case CharacterSlots.Bodysuit:
         return Bodysuit;
         break;
     case CharacterSlots.Eyewear:
         return Eyewear;
         break;
     case CharacterSlots.Gloves:
         return Gloves;
         break;
     case CharacterSlots.Hair:
         return Hair;
         break;
     case CharacterSlots.Hat:
         return Hat;
         break;
     case CharacterSlots.JacketTorso:
         return Jacket;
         break;
     case CharacterSlots.JSleeves:
         return JSleeves;
         break;
     case CharacterSlots.LHand:
         return LHand;
         break;
     case CharacterSlots.RHand:
         return RHand;
         break;
     case CharacterSlots.Shoes:
         return Shoes;
         break;
     case CharacterSlots.Sleeves:
         return Sleeves;
         break;
     case CharacterSlots.Mask:
         return Mask;
         break;
     case CharacterSlots.Pants:
         return Pants;
         break;
     }
     return null;
 }
예제 #7
0
    string getBodypartName(CharacterSlots slot)
    {
        switch (slot)
        {
        case CharacterSlots.Bodysuit:
            return("torso");

            break;

        case CharacterSlots.Eyewear:
            return("head");

            break;

        case CharacterSlots.Gloves:
            return("arms");

            break;

        case CharacterSlots.Hair:
            return("head");

            break;

        case CharacterSlots.Hat:
            return("head");

            break;

        case CharacterSlots.JacketTorso:
            return("torso");

            break;

        case CharacterSlots.JSleeves:
            return("arms");

            break;

        case CharacterSlots.LHand:
            return("arms");

            break;

        case CharacterSlots.RHand:
            return("arms");

            break;

        case CharacterSlots.Shoes:
            return("feet");

            break;

        case CharacterSlots.Sleeves:
            return("arms");

            break;

        case CharacterSlots.Mask:
            return("head");

            break;

        case CharacterSlots.Pants:
            return("legs");

            break;
        }
        return(null);
    }
예제 #8
0
    Animator_Clip_Pair getAnimClipPair(CharacterSlots slot)
    {
        switch (slot)
        {
        case CharacterSlots.Bodysuit:
            return(Bodysuit);

            break;

        case CharacterSlots.Eyewear:
            return(Eyewear);

            break;

        case CharacterSlots.Gloves:
            return(Gloves);

            break;

        case CharacterSlots.Hair:
            return(Hair);

            break;

        case CharacterSlots.Hat:
            return(Hat);

            break;

        case CharacterSlots.JacketTorso:
            return(Jacket);

            break;

        case CharacterSlots.JSleeves:
            return(JSleeves);

            break;

        case CharacterSlots.LHand:
            return(LHand);

            break;

        case CharacterSlots.RHand:
            return(RHand);

            break;

        case CharacterSlots.Shoes:
            return(Shoes);

            break;

        case CharacterSlots.Sleeves:
            return(Sleeves);

            break;

        case CharacterSlots.Mask:
            return(Mask);

            break;

        case CharacterSlots.Pants:
            return(Pants);

            break;
        }
        return(null);
    }
예제 #9
0
 public void unequipSlot(CharacterSlots slot)
 {
     GEquippableItem currentItem = slots [(int)slot];
     foreach (KeyValuePair<CharacterSlots, string> entry in currentItem.resource_identifiers) {
         slots[(int)entry.Key] = null;
     }
 }
예제 #10
0
 public bool slotContainsAnyItem(CharacterSlots slot)
 {
     if (slots [(int)slot] == null) {
         return false;
     }
     return true;
 }
예제 #11
0
 void updateEquippedItemsAtSlot(CharacterSlots slot, string resource_identifier)
 {
     /*if (getAnimClipPair (slot) == null) {
         Debug.Log (slot);
     }*/
     if (getAnimClipPair (slot).getClip ().name != getClipName (resource_identifier, getBodypartName (slot))) {
         changeAnimClip(getAnimClipPair (slot), GetClipFromResources(resource_identifier, getBodypartClipSuffix(getBodypartName(slot))));
     }
 }
예제 #12
0
 string getBodypartName(CharacterSlots slot)
 {
     switch (slot) {
     case CharacterSlots.Bodysuit:
         return "torso";
         break;
     case CharacterSlots.Eyewear:
         return "head";
         break;
     case CharacterSlots.Gloves:
         return "arms";
         break;
     case CharacterSlots.Hair:
         return "head";
         break;
     case CharacterSlots.Hat:
         return "head";
         break;
     case CharacterSlots.JacketTorso:
         return "torso";
         break;
     case CharacterSlots.JSleeves:
         return "arms";
         break;
     case CharacterSlots.LHand:
         return "arms";
         break;
     case CharacterSlots.RHand:
         return "arms";
         break;
     case CharacterSlots.Shoes:
         return "feet";
         break;
     case CharacterSlots.Sleeves:
         return "arms";
         break;
     case CharacterSlots.Mask:
         return "head";
         break;
     case CharacterSlots.Pants:
         return "legs";
         break;
     }
     return null;
 }