public GEquippableItem getAtSlot(CharacterSlots slot) { if (slots [(int)slot] == null) { return null; } return slots[(int)slot]; }
public GEquippableItem getAtSlot(CharacterSlots slot) { if (slots [(int)slot] == null) { return(null); } return(slots[(int)slot]); }
public bool slotContainsAnyItem(CharacterSlots slot) { if (slots [(int)slot] == null) { return(false); } return(true); }
public void unequipSlot(CharacterSlots slot) { GEquippableItem currentItem = slots [(int)slot]; foreach (KeyValuePair <CharacterSlots, string> entry in currentItem.resource_identifiers) { slots[(int)entry.Key] = null; } }
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)))); } }
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; }
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); }
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); }
public void unequipSlot(CharacterSlots slot) { GEquippableItem currentItem = slots [(int)slot]; foreach (KeyValuePair<CharacterSlots, string> entry in currentItem.resource_identifiers) { slots[(int)entry.Key] = null; } }
public bool slotContainsAnyItem(CharacterSlots slot) { if (slots [(int)slot] == null) { return false; } return true; }
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)))); } }
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; }