public Item(string Name, string Description, int Value, Equipable EquipableSlot = Equipable.None) : base() { this.Name = Name; this.Description = Description; this.Value = Value; this.EquipableSlot = EquipableSlot; }
public void Equip(Equipable equipable) { int slotIndex = (int)equipable.slot; Unequip(slotIndex); equipmentSlots[slotIndex] = equipable; }
/// <summary> /// Unequipe an object if the object is equipped and put in the inventory. /// return true if the item was unequipped. /// </summary> /// <param name="item"></param> /// <param name="inventory"></param> /// <returns></returns> public override bool UnequipObject(Equipable item, Inventory inventory) { if (item != null) { if (inventory.CanAddItem(item)) { if (item.Equals(body)) { inventory.AddItem(body); Body = null; } else if (item.Equals(rightHand)) { inventory.AddItem(rightHand); RightHand = null; } else if (item.Equals(leftHand)) { inventory.AddItem(leftHand); LeftHand = null; } } } return(false); }
public void Equip(Equipable equipable) { Equipable slotToSet = null; switch (equipable) { case Armor notUsed: armor = (Armor)SetNew(armor, equipable); break; case Weapon notUsed: weapon = (Weapon)SetNew(weapon, equipable); break; case Ring notUsed: ring = (Ring)SetNew(ring, equipable); break; case Helmet notUsed: helmet = (Helmet)SetNew(helmet, equipable); break; } SetNew(slotToSet, equipable); }
private void Equip(Equipable equipable, Transform transform) { equipable.transform.parent = transform; equipable.transform.localPosition = Vector3.zero; equipable.transform.localRotation = Quaternion.identity; equipable.OnEquip(this); }
void OnTriggerEnter2D(Collider2D item) { Equipable equipped = item.GetComponent <Equipable>(); if (equipped != null) { switch (equipped.myType) { case EquipableType.GUN: Gun playerGun = GetComponentInChildren <Gun>(); playerGun.gameObject.SetActive(true); playerGun.SetProjectile(equipped.myItem); playerGun.SetSprite(equipped.Collected()); playerGun.SetFirePoint(equipped.firePoint.localPosition); break; case EquipableType.MELEE: break; case EquipableType.ARMOR: PlayerHealth health = GetComponent <PlayerHealth>(); health.ArmorUp(1); equipped.Collected(); break; } } }
public void Equip(Equipable itemToEquip) { item = itemToEquip; if (slot == Slots.None) { } eManager.Owner.C.Equip(item, slot); }
private void RemoveEquipmentEffects(Equipable itemToRemove) { foreach (Status status in itemToRemove.statusesToUnequip) { battlePcToEquip.FinishStatus(status); } itemToRemove.statusesToUnequip.Clear(); }
public void Unequip(EquipSlot slot) { Equipable e = _equipment[(int)slot]; _equipment[(int)slot]?.OnUnequip(); _equipment[(int)slot] = null; OnUnequipped?.Invoke(e); }
private void AddEquipmentEffects(Equipable itemToSet) { foreach (Status status in itemToSet.statusesOnEquip) { Status statusInstance = status.CreateStatusInstance(battlePcToEquip.stats); itemToSet.statusesToUnequip.Add(statusInstance); battlePcToEquip.AddStatus(status); } }
public void UnequipItem(Player player, string itemName) { Equipable item = EquipableGlossary.Parse(itemName); if (item != null) { player.UnequipObject(item); } }
void EquipItem(Equipable item) { if (!item) { return; } if (bodyParts.TryGetValue(item.type, out var part)) { part.Equip(item); } }
public void Equip(Equipable equip, int skillIndex) { if (skillIndex > 4 || skillIndex < 0) { return; } //unequip previous skill if there was one if (skillSlots[skillIndex] != null) { skillSlots[skillIndex].OnUnequip(game, this); } //equip new skill skillSlots[skillIndex] = equip; equip.OnEquip(game, this); }
public bool SpawnInWorld(Vector3 position, Quaternion rotation, Vector3 velocity) { Deactivate(); RemoveFromWorld(); equipable = (Equipable)Instantiate(equipablePrefab, position, rotation); equipable.SetEquipment(this); Rigidbody rigidbody = equipable.GetComponent<Rigidbody>(); if (rigidbody != null) rigidbody.velocity = velocity; return true; }
public void addEquipable(Equipable equip) { inventory.Add(equip); }
public Equipable Equip(Equipable i) { throw new NotImplementedException(); }
Equipable Remove(Equipable i) { return helm; }