예제 #1
0
    public void unEquip(EquipableItem item)
    {
        Analytics.CustomEvent("Player unEquip item", new Dictionary <string, object>
        {
            { "item droped out", item.itemName }
        });

        if (!inventory.isInventoryFull() && equipmentPanel.RemoveItem(item))
        {
            item.UnEquip(this);
            statPanel.UpdateStatValues();
            inventory.AddItem(item);
        }
    }
예제 #2
0
    public void UnEquip(EquippableItems item)
    {
        if (!inventory.IsFull() && equipmentPanel.RemoveItem(item))
        {
            SM.Strength           -= item.Strength;
            SM.Intelligance       -= item.Intelligance;
            SM.Stamina            -= item.Stamina;
            SM.Agility            -= item.Agility;
            SM.WeapPhysicalDamage -= item.PhysicalDamage;
            SM.WeapMagicDamage    -= item.MagicDamage;
            playerRef.MaxHealth   -= StrengthToAdd;
            playerRef.MaxMana     -= IntelligenceToAdd;
            playerRef.MaxStamina  -= StaminaToAdd;
            item.Equipped          = false;
            inventory.AddItem(item);

            if (item.weaponType == WeaponType.Sword)
            {
                SwordRef.SetActive(false);
                SM.PhysicalWeaponEquipped = false;
            }
            if (item.weaponType == WeaponType.MagicWeap)
            {
                MagicWeapRef.SetActive(false);
                SM.MagicWeaponEquipped = false;
            }
            UI.CheckIcons();
            UI.UpdatePlayerBars();
        }
    }
 public void Unequip(EquippableItem item)
 {
     if (!inventory.IsFull() && equipmentPanel.RemoveItem(item))
     {
         inventory.AddItem(item);
     }
 }
예제 #4
0
 public void Unequip(GenericItem item)
 {
     if (inventory.CanAddItem(item) && equipmentPanel.RemoveItem(item))
     {
         inventory.AddItem(item);
         FindObjectOfType <AudioManager>().Play("Unequip"); //UNEQUIPPING ITEMS SOUND
     }
 }
예제 #5
0
 public void Unequip(EquippableItem item)
 {
     if (Inventory.CanAddItem(item) && EquipmentPanel.RemoveItem(item))
     {
         item.Unequip(this);
         Inventory.AddItem(item);
     }
 }
예제 #6
0
 public void Unequip(EquippableItem item)
 {
     if (inventory.CanAddItem(item) && equipmentPanel.RemoveItem(item))
     {
         item.UnEquip(this);
         notWearInfoDisplay.UpdateStatusInfo();
     }
 }
예제 #7
0
 public void UnEquip(EquippableItem item)
 {
     if (!inventory.isFull() && equipmentPanel.RemoveItem(item))
     {
         item.Unequip(this);
         statPanel.UpdateStatValues();
         inventory.AddItem(item);
     }
 }
예제 #8
0
 public void UnEquip(EquippableItem item)
 {
     if (inventory.CanAddItem(item) && equipmentPanel.RemoveItem(item))
     {
         item.UnEquip(this);
         //statPanel.UpdateStatValues();
         inventory.AddItem(item);
     }
 }
예제 #9
0
 public void Unequip(EquippableItem item)
 {
     if (!inventory.IsFull() && equipmentPanel.RemoveItem(item)) //Inventory is not full
     {
         item.Unequip(this);
         statPanel.UpdateStatValues(); //Update value after unequiping
         inventory.AddItem(item);      //Add item back to inventory
     }
 }
예제 #10
0
 //Removes inputted item from equip panel and adds it to the inventory
 public void Unequip(Item item)
 {
     if (equipmentPanel.RemoveItem(item))
     {
         inventory.AddItem(item);
         currentBot.RemovePart(item.Part);
         RefreshBotInfo();
         CreateAllBotImages();
     }
 }
예제 #11
0
 public void Unequip(EquippableItem item)
 {
     if (Inventory.CanAddItem(item) && EquipmentPanel.RemoveItem(item))
     {
         item.Unequip(this);
         statPanel.UpdateStatValues();
         Inventory.AddItem(item);
         UpdateUnequipItemController(item);
     }
 }
예제 #12
0
 public void Unequip(Equippable pItem)
 {
     //Make sure inventory isn't full first, then try to remove the item
     if (!_inventory.IsFull() && _equipmentPanel.RemoveItem(pItem))
     {
         pItem.Unequip(this);
         _statsPanel.UpdateStatValues();
         //If removing the item went fine, add it to the inventory
         _inventory.AddItem(pItem);
     }
 }
예제 #13
0
    public void Unequip(EquippableItem item)
    {
        if (Inventory.CanAddItem(item) && EquipmentPanel.RemoveItem(item))
        {
            CharacterManager.Instance.UnEquipItem(WorldManager.Instance.activeCharacter, item.EquipmentType);
            item.Unequip(this);
            statPanel.UpdateStatValues();

            Inventory.AddItem(item);
        }
    }
예제 #14
0
 public void Unequip(EquipableItem item)
 {
     if (!inventory.IsFull() && equipmentPanel.RemoveItem(item))
     {
         inventory.AddItem(item);
         if (item is EquipableItem)
         {
             item.stat = item.stat / 2;
         }
     }
 }
예제 #15
0
파일: Player.cs 프로젝트: SeaPHY/phy_game01
 /// <summary>
 /// 아이템 장착 해체
 /// </summary>
 /// <param name="item">장착 해체 할 아이템</param>
 public void Unequip(EquippableItem item)
 {
     // 인벤토리가 풀이 아닐때 && 장비 해체 성공
     if (!inventory.IsFull() && equipmentPanel.RemoveItem(item))
     {
         item.Unequip(this);      // 장착 해체 후 스텟 반영
         statsPanel.UpdateStatValues();
         inventory.AddItem(item); // 인벤토리에 장착 해체한 아이템 추가
         SetStats();
     }
 }
예제 #16
0
        public void Unequip(EquippableItem item)
        {
            Debug.Log("DESEQUIPU!");

            if (Inventory.CanAddItem(item) && EquipmentPanel.RemoveItem(item))
            {
                Debug.Log("REMOVEU EQUIP PANEL E ADD NO INVETARIO!!");
                item.Unequip(this);
                statPanel.UpdateStatValues();
                Inventory.AddItem(item);
            }
        }
예제 #17
0
    public void Unequip(EquippableItem item)
    {
        if (equipmentPanel.RemoveItem(item))
        {
            item.Unequip(this);
            inventory.AddItem(item);

            if (item.equipmentType == EquipmentType.武器)
            {
                Destroy(Hand.transform.GetChild(0).gameObject);
            }
        }
    }
예제 #18
0
 public void Unequip(EquippableItem item)
 {
     if (!archetype.IsFull() && equipmentPanel.RemoveItem(item))
     {
         nextTable = item.CurrentTable;
         archetype.nextButton.enabled = false;
         item.Unequip(this);
         statPanel.UpdateStatValues();
         advantagePanel.UpdateStatValues();
         archetype.AddItem(item);
         skillPanel.UpdateStatValues();
         powerPanel.UpdateStatValues();
     }
 }
예제 #19
0
        private void DropingOutSideUi(ItemSlot itemSlot)
        {
            if (m_DraggedSlot == null)
            {
                return;
            }
            m_ItemDestroyPanel.Show();
            ItemSlot targetItemSlot = m_DraggedSlot;

            m_ItemDestroyPanel.ItemIcon.sprite   = targetItemSlot.Item.Icon;
            m_ItemDestroyPanel.OnYesButtonEvent += () =>
            {
                if (itemSlot as EquipmentSlot != null)
                {
                    equipmentPanel.RemoveItem(itemSlot as EquipmentSlot);
                }
                DropInWorldChest(itemSlot);
                targetItemSlot.Amount = 0;
                targetItemSlot.Item   = null;
                m_ItemDestroyPanel.Hide();
            };
            m_ItemDestroyPanel.OnNoButtonEvent += () => { m_ItemDestroyPanel.Hide(); };
        }
예제 #20
0
 public void Unequip(sEquippableItem _item)
 {
     if (!inventory.IsFull() && equipPanel.RemoveItem(_item))
     {
         _item.Unequip(this);
         statPanel.UpdateStatValues();
         inventory.AddItem(_item);
         print("unequipped");
     }
     else
     {
         Debug.Log("Can not unequip item! - inventory full!");
     }
 }
예제 #21
0
    public void UnEquip(EquippableItems item)
    {
        if (!inventory.IsFull())// && equipmentPanel.RemoveItem(item))
        {
            Player.Weapon = EquippedWeapon.None;
            item.RemoveStats();

            /*
             * SM.Strength -= item.Strength;
             * SM.Intelligance -= item.Intelligance;
             * SM.Stamina -= item.Stamina;
             * SM.Agility -= item.Agility;
             * SM.WeapPhysicalDamage -= item.PhysicalDamage;
             * SM.WeapMagicDamage -= item.MagicDamage;
             * playerRef.MaxHealth -= StrengthToAdd;
             * playerRef.MaxMana -= IntelligenceToAdd;
             * playerRef.MaxStamina -= StaminaToAdd;
             */
            item.Equipped = false;

            equipmentPanel.RemoveItem(item);
            inventory.AddItem(item);

            if (item.weaponType == WeaponType.Sword)
            {
                SwordRef.SetActive(false);
                //SM.PhysicalWeaponEquipped = false;
            }
            else if (item.weaponType == WeaponType.Bow)
            {
                BowRef.SetActive(false);
                //MagicWeapRef.SetActive(false);
                //SM.MagicWeaponEquipped = false;
            }

            //inventory.RefreshUI();///////////////////////////
        }
    }
 public void Unequip(sEquipment _item)
 {
     equipmentPanel.RemoveItem(_item);
     _item.Unequip(this);
     statPanel.UpdateStatValues();
 }
예제 #23
0
 public override void DeleteItem()
 {
     button.SetActive(false);
     RemoveButton.interactable = false;
     equipmentPanel.RemoveItem((EquipableItem)_item);
 }