public void Equip(Armor newArmor, Weapon newWeapon) { if (newArmor != null) { currentArmor.currentArmor = newArmor; currentArmor.EquipArmor(); } }
public void ApplyItemEffect(int itemIndex) { //Sets clickedItem to the item in player's inventory clickedItem = playerInventory.inventory[itemIndex]; currentBuffs.AddBuff(clickedItem); switch (clickedItem.itemType) { #region Item is a consumable case Item.ItemType.Consumable: currentConsumable = (Consumable)playerInventory.inventory[itemIndex]; #region Setting most used Consumables if (usedConsumables.Contains(currentConsumable)) { consumableUses[usedConsumables.IndexOf(currentConsumable)]++; } else { usedConsumables.Add(currentConsumable); consumableUses.Add(1); } topThreeConsumables = new Consumable[3]; int tempMax = 0, firstIndex = 0, secondIndex = 0; for (int i = 0; i < usedConsumables.Count; i++) //Setting the total max value from the uses Counter. At the end, firstIndex should point the the most used consumable { if (consumableUses[i] > tempMax) { firstIndex = i; tempMax = consumableUses[i]; } } topThreeConsumables[0] = usedConsumables[firstIndex]; tempMax = 0; for (int i = 0; i < usedConsumables.Count; i++) //Sees which value is the highest, while still being lower than the highest value. secondIndex should point to the second highest value { if (consumableUses[i] > tempMax && usedConsumables[i] != usedConsumables[firstIndex]) { secondIndex = i; tempMax = consumableUses[i]; } } topThreeConsumables[1] = usedConsumables[secondIndex]; tempMax = 0; for (int i = 0; i < usedConsumables.Count; i++) { if (consumableUses[i] > tempMax && usedConsumables[i] != usedConsumables[secondIndex]) { firstIndex = 1; tempMax = consumableUses[1]; } } topThreeConsumables[2] = usedConsumables[firstIndex]; if (topThreeConsumables[1] == topThreeConsumables[0]) { topThreeConsumables[1] = null; } if (topThreeConsumables[2] == topThreeConsumables[0]) { topThreeConsumables[2] = null; } if (topThreeConsumables[2] == topThreeConsumables[1]) { topThreeConsumables[2] = null; } if (topThreeConsumables[2] == topThreeConsumables[1] && topThreeConsumables[1] == topThreeConsumables[0]) { topThreeConsumables[1] = null; topThreeConsumables[2] = null; } #endregion switch (currentConsumable.consumableType) { case Consumable.Type.HealthPotion: HealthSinglePlayer health = playerInventory.gameObject.GetComponent <HealthSinglePlayer>(); if (currentConsumable.amountNumberType == Consumable.NumberType.Percentage) { float tempPercentage; if (currentConsumable.amountToAffectBy > 100) { tempPercentage = 100; } else { tempPercentage = currentConsumable.amountToAffectBy; } health.HealPercentage(tempPercentage); } else { health.HealNumber(currentConsumable.amountToAffectBy); } break; case Consumable.Type.StealthPotion: if (currentConsumable.amountNumberType == Consumable.NumberType.Percentage) { StartCoroutine(ApplyStealthPotion(currentConsumable.effectTime, currentConsumable.amountToAffectBy, true)); } else { StartCoroutine(ApplyStealthPotion(currentConsumable.effectTime, currentConsumable.amountToAffectBy, false)); } break; case Consumable.Type.SpeedPotion: if (currentConsumable.amountNumberType == Consumable.NumberType.Percentage) { StartCoroutine(ApplySpeedPotion(currentConsumable.effectTime, currentConsumable.amountToAffectBy, true)); } else { StartCoroutine(ApplySpeedPotion(currentConsumable.effectTime, currentConsumable.amountToAffectBy, false)); } break; case Consumable.Type.StaminaPotion: if (currentConsumable.effectTime == -1) { if (currentConsumable.amountNumberType == Consumable.NumberType.FlatNumber) { StartCoroutine(ApplyStaminaPotionImmediately(currentConsumable.amountToAffectBy, false)); } else { StartCoroutine(ApplyStaminaPotionImmediately(currentConsumable.amountToAffectBy, true)); } } else { if (currentConsumable.amountNumberType == Consumable.NumberType.FlatNumber) { StartCoroutine(ApplyStaminaPotionOverTime(currentConsumable.effectTime, currentConsumable.amountToAffectBy, false)); } else { StartCoroutine(ApplyStaminaPotionOverTime(currentConsumable.effectTime, currentConsumable.amountToAffectBy, true)); } } break; case Consumable.Type.AccuracyPotion: break; case Consumable.Type.JumpPotion: if (currentConsumable.amountNumberType == Consumable.NumberType.FlatNumber) { StartCoroutine(ApplyJumpPotion(currentConsumable.effectTime, currentConsumable.amountToAffectBy, false)); } else { StartCoroutine(ApplyJumpPotion(currentConsumable.effectTime, currentConsumable.amountToAffectBy, true)); } break; case Consumable.Type.ReloadSpeed: if (currentConsumable.amountNumberType == Consumable.NumberType.FlatNumber) { StartCoroutine(ApplyReloadSpeedPotion(currentConsumable.effectTime, currentConsumable.amountToAffectBy, false)); } else { StartCoroutine(ApplyReloadSpeedPotion(currentConsumable.effectTime, currentConsumable.amountToAffectBy, true)); } break; } break; #endregion #region Item is armor case Item.ItemType.Armor: Armor currentArmor = (Armor)clickedItem; Armor returnedArmor = playerArmor.EquipArmor(currentArmor); playerHealth.ChangeDamageReduction(currentArmor.damageReductionAmount); switch (currentArmor.additionalEffectType) { case Armor.AdditionalEffectType.IncreaseAccuracy: if (currentArmor.additionalEffectNumberType == Armor.AdditionalEffectNumberType.FlatNumber) { float tempNum = currentArmor.additionalEffectAmount; playerProperties.ChangeAccuracyModifierFlatNumber(tempNum); } else { playerProperties.ChangeAccuracyModifierPercentage(currentArmor.additionalEffectAmount); } break; case Armor.AdditionalEffectType.IncreaseStealth: if (currentArmor.additionalEffectNumberType == Armor.AdditionalEffectNumberType.FlatNumber) { playerProperties.ChangeDetectionModifierFlatNumber(currentArmor.additionalEffectAmount); } else { playerProperties.ChangeDetectionModifierPercentage(currentArmor.additionalEffectAmount); } break; case Armor.AdditionalEffectType.MaxHealth: if (currentArmor.additionalEffectNumberType == Armor.AdditionalEffectNumberType.FlatNumber) { playerHealth.IncreaseMaxHealthFlatNumber(currentArmor.additionalEffectAmount); } else { playerHealth.IncreaseMaxHealthPercentage(currentArmor.additionalEffectAmount); } break; case Armor.AdditionalEffectType.MaxStamina: if (currentArmor.additionalEffectNumberType == Armor.AdditionalEffectNumberType.FlatNumber) { playerStamina.IncreaseMaxStaminaFlatNumber(currentArmor.additionalEffectAmount); } else { playerStamina.IncreaseMaxStaminaPercentage(currentArmor.additionalEffectAmount); } break; case Armor.AdditionalEffectType.MaxWeight: break; case Armor.AdditionalEffectType.NoAdditionalEffect: break; } if (returnedArmor != null) { playerHealth.ChangeDamageReduction(0 - returnedArmor.damageReductionAmount); switch (returnedArmor.additionalEffectType) { case Armor.AdditionalEffectType.IncreaseAccuracy: if (returnedArmor.additionalEffectNumberType == Armor.AdditionalEffectNumberType.FlatNumber) { playerProperties.ChangeAccuracyModifierFlatNumber(0 - returnedArmor.additionalEffectAmount); } else { float tempAmountToIncrease, tempPercentage; tempPercentage = returnedArmor.additionalEffectAmount; tempPercentage = 100 - tempPercentage; tempPercentage /= 100; tempAmountToIncrease = playerProperties.accuracyModifier / tempPercentage; tempAmountToIncrease = tempAmountToIncrease - playerProperties.accuracyModifier; playerProperties.ChangeAccuracyModifierFlatNumber(0 - tempAmountToIncrease); } break; case Armor.AdditionalEffectType.IncreaseStealth: if (returnedArmor.additionalEffectNumberType == Armor.AdditionalEffectNumberType.FlatNumber) { playerProperties.ChangeDetectionModifierFlatNumber(0 - returnedArmor.additionalEffectAmount); } else { float tempAmountToIncrease, tempPercentage; tempPercentage = returnedArmor.additionalEffectAmount; tempPercentage = 100 - tempPercentage; tempPercentage /= 100; tempAmountToIncrease = playerProperties.detectionModifier / tempPercentage; tempAmountToIncrease = tempAmountToIncrease - playerProperties.detectionModifier; playerProperties.ChangeDetectionModifierFlatNumber(0 - tempAmountToIncrease); } break; case Armor.AdditionalEffectType.MaxHealth: if (returnedArmor.additionalEffectNumberType == Armor.AdditionalEffectNumberType.FlatNumber) { playerHealth.IncreaseMaxHealthFlatNumber(0 - returnedArmor.additionalEffectAmount); } else { float tempAmountToIncrease, tempPercentage; tempPercentage = returnedArmor.additionalEffectAmount; tempPercentage /= 100; tempAmountToIncrease = playerHealth.maxHealth / (tempPercentage + 1); tempAmountToIncrease = playerHealth.maxHealth - tempAmountToIncrease; playerHealth.IncreaseMaxHealthFlatNumber(0 - tempAmountToIncrease); } break; case Armor.AdditionalEffectType.MaxStamina: if (returnedArmor.additionalEffectNumberType == Armor.AdditionalEffectNumberType.FlatNumber) { playerStamina.IncreaseMaxStaminaFlatNumber(0 - returnedArmor.additionalEffectAmount); } else { float tempAmountToIncrease, tempPercentage; tempPercentage = returnedArmor.additionalEffectAmount; tempPercentage /= 100; tempAmountToIncrease = playerStamina.maxStamina / (tempPercentage + 1); tempAmountToIncrease = playerStamina.maxStamina - tempAmountToIncrease; playerStamina.IncreaseMaxStaminaFlatNumber(0 - tempAmountToIncrease); } break; case Armor.AdditionalEffectType.MaxWeight: break; } } break; #endregion #region Item is Attachment case Item.ItemType.Attachment: tempAttachment = (Attachment)clickedItem; attachmentUI.SetAttachment(tempAttachment); StartCoroutine("SelectWeaponToAttach", itemIndex); break; #endregion case Item.ItemType.Ammo: Ammo ammo = (Ammo)clickedItem; playerAmmo.AddAmmo(playerInventory.itemNumberInStack[itemIndex], ammo.ammoType); break; default: break; } if (clickedItem.itemType != Item.ItemType.Attachment) { playerInventory.itemNumberInStack[itemIndex]--; } if (playerInventory.itemNumberInStack[itemIndex] <= 0) { playerInventory.inventory.RemoveAt(itemIndex); playerInventory.itemNumberInStack.RemoveAt(itemIndex); } }
public void QuickEquip() { playerWeapon.currentWeapon = inventory.storedWeapons[inventory.storedWeapons.Count - 1]; playerArmor.currentArmor = inventory.storedArmor[inventory.storedArmor.Count - 1]; playerArmor.EquipArmor(); }