public void ChangeWeapon(int newWeapon) { thePlayerStats.RemoveStatsToCharacter(weapons[activeWeapon].GetComponent <WARStats>().strength, weapons[activeWeapon].GetComponent <WARStats>().defense, weapons[activeWeapon].GetComponent <WARStats>().magicAtt, weapons[activeWeapon].GetComponent <WARStats>().magicDef, weapons[activeWeapon].GetComponent <WARStats>().speed, weapons[activeWeapon].GetComponent <WARStats>().luck, weapons[activeWeapon].GetComponent <WARStats>().accuracy); weapons[activeWeapon].SetActive(false); weapons[newWeapon].SetActive(true); activeWeapon = newWeapon; thePlayerStats.AddStatsToCharacter(weapons[newWeapon].GetComponent <WARStats>().strength, weapons[newWeapon].GetComponent <WARStats>().defense, weapons[newWeapon].GetComponent <WARStats>().magicAtt, weapons[newWeapon].GetComponent <WARStats>().magicDef, weapons[newWeapon].GetComponent <WARStats>().speed, weapons[newWeapon].GetComponent <WARStats>().luck, weapons[newWeapon].GetComponent <WARStats>().accuracy); FindObjectOfType <UIManager>().ChangeAvatarImage(weapons[activeWeapon].GetComponent <SpriteRenderer>().sprite); }
public void ChangeAccesory(int newAccesory) { thePlayerStats.RemoveStatsToCharacter(accesories[activeAccesory].GetComponent <WARStats>().strength, accesories[activeAccesory].GetComponent <WARStats>().defense, accesories[activeAccesory].GetComponent <WARStats>().magicAtt, accesories[activeAccesory].GetComponent <WARStats>().magicDef, accesories[activeAccesory].GetComponent <WARStats>().speed, accesories[activeAccesory].GetComponent <WARStats>().luck, accesories[activeAccesory].GetComponent <WARStats>().accuracy); accesories[activeAccesory].SetActive(false); accesories[newAccesory].SetActive(true); activeAccesory = newAccesory; thePlayerStats.AddStatsToCharacter(accesories[newAccesory].GetComponent <WARStats>().strength, accesories[newAccesory].GetComponent <WARStats>().defense, accesories[newAccesory].GetComponent <WARStats>().magicAtt, accesories[newAccesory].GetComponent <WARStats>().magicDef, accesories[newAccesory].GetComponent <WARStats>().speed, accesories[newAccesory].GetComponent <WARStats>().luck, accesories[newAccesory].GetComponent <WARStats>().accuracy); }
public void ChangeArmor(int newArmor) { thePlayerStats.RemoveStatsToCharacter(armors[activeArmor].GetComponent <WARStats>().strength, armors[activeArmor].GetComponent <WARStats>().defense, armors[activeArmor].GetComponent <WARStats>().magicAtt, armors[activeArmor].GetComponent <WARStats>().magicDef, armors[activeArmor].GetComponent <WARStats>().speed, armors[activeArmor].GetComponent <WARStats>().luck, armors[activeArmor].GetComponent <WARStats>().accuracy); armors[activeArmor].SetActive(false); armors[newArmor].SetActive(true); activeArmor = newArmor; thePlayerStats.AddStatsToCharacter(armors[newArmor].GetComponent <WARStats>().strength, armors[newArmor].GetComponent <WARStats>().defense, armors[newArmor].GetComponent <WARStats>().magicAtt, armors[newArmor].GetComponent <WARStats>().magicDef, armors[newArmor].GetComponent <WARStats>().speed, armors[newArmor].GetComponent <WARStats>().luck, armors[newArmor].GetComponent <WARStats>().accuracy); }