예제 #1
0
	public EquipedItem(string id, int lvl, RPGArmor armor)
	{
		UniqueItemId = id;
		Level = lvl;
		equipSlot = armor.EquipmentSlotIndex;
		rpgArmor = armor;
	}
예제 #2
0
	public void LoadItem()
	{
		if (UniqueItemId.IndexOf("ARMOR") != -1)
		{
			//int id = Convert.ToInt32(UniqueItemId.Replace("ARMOR", string.Empty));
			rpgArmor = Storage.LoadbyUniqueId<RPGArmor>(UniqueItemId, new RPGArmor());
		}
	}
예제 #3
0
    public void AddOneItem(List <ItemInWorld> BaseLootItems)
    {
        //validate conditions
        //if (!CanYouLoot)
        //return;
        RPGArmor armor = Storage.LoadById <RPGArmor>(ID, new RPGArmor());
        RPGItem  item  = (RPGItem)armor;

        AddItem(item, BaseLootItems);
        //AddItem(

        /*if (Preffix == ItemTypeEnum.ITEM)
         * {
         *      foreach(RPGItem item in Player.Data.Items)
         *      {
         *              if (item.ID == ID)
         *              {
         *                      AddItem(item, BaseLootItems);
         *                      return;
         *              }
         *      }
         * }
         *
         * if (Preffix == ItemTypeEnum.WEAPON)
         * {
         *      foreach(RPGWeapon item in Player.Data.Weapons)
         *      {
         *              if (item.ID == ID)
         *              {
         *                      AddItem(item, BaseLootItems);
         *                      return;
         *              }
         *      }
         * }
         *
         * if (Preffix == ItemTypeEnum.ARMOR)
         * {
         *      foreach(RPGArmor item in Player.Data.Armors)
         *      {
         *              if (item.ID == ID)
         *              {
         *                      AddItem(item, BaseLootItems);
         *                      return;
         *              }
         *      }
         * }*/
    }
예제 #4
0
    public void UpdateInfoPanel()
    {
        if (SelectedInventory.Items[CurrentSelectedItemIndex].IsItemUsable)
        {
            UseButton.SetActive(true);
            DestroyButton.SetActive(true);
        }
        else
        {
            UseButton.SetActive(false);
        }

        if (SelectedInventory.Items[CurrentSelectedItemIndex].IsItemEquippable)
        {
            if (!SelectedInventory.Items[CurrentSelectedItemIndex].IsItemEquipped)
            {
                EquipButton.SetActive(true);
                DestroyButton.SetActive(true);
            }
            else
            {
                EquipButton.SetActive(false);
                DestroyButton.SetActive(false);
            }
            RPGArmor armor = (RPGArmor)SelectedInventory.Items[CurrentSelectedItemIndex].rpgItem;
            if (armor.HasAbility)
            {
                //ItemSkillSprite.enabled = true;
                //ItemSkillSprite.spriteName = armor.AbilityIconPath;
                ItemSkillDescriptionLabel.enabled = true;
                ItemSkillDescriptionLabel.text    = armor.AbilityString;
            }
        }
        else
        {
            EquipButton.SetActive(false);
        }


        ItemNameLabel.enabled        = true;
        ItemNameLabel.text           = SelectedInventory.Items[CurrentSelectedItemIndex].rpgItem.Name;
        ItemDescriptionLabel.enabled = true;
        ItemDescriptionLabel.text    = SelectedInventory.Items[CurrentSelectedItemIndex].rpgItem.Description;
    }
예제 #5
0
    protected override void EditPart()
    {
        RPGArmor s = (RPGArmor)currentItem;

        /*if (s.ID > 0 && !s.IsCopy && updateMode)
         * {
         *      if (GUILayout.Button("Generater stronger versions", GUILayout.Width(400)))
         *      {
         *              generator = new ArmorGenerator();
         *              generator.Calculate(s);
         *              MenuMode = MenuModeEnum.ThirdWindow;
         *      }
         * }*/

        EditorUtils.Separator();

        s.ArmorClassValue = EditorUtils.IntField(s.ArmorClassValue, "Armor value");

        EditorGUILayout.PrefixLabel("has ability?");

        s.HasAbility = EditorGUILayout.Toggle(s.HasAbility, GUILayout.Width(300));

        //s.AbilityIconPath = EditorUtils.TextField(s.AbilityIconPath, "ability icon path");
        s.AbilityIconPath = EditorGUILayout.TextField(s.AbilityIconPath, GUILayout.Width(500));

        s.AbilityString = EditorGUILayout.TextField(s.AbilityString, GUILayout.Width(1000));



        ItemUtils.DisplayItemPart(s, Data);

        ItemUtils.AddEquiped(s, Data);

        //EditorUtils.Label("Effects on hit");

        //EffectUtils.EffectsEditor(s.EffectsOnHit, Data, EffectTypeUsage.ArmorTakeHit);

        //EditorUtils.Separator();

        currentItem = s;
    }
예제 #6
0
    protected override void FillItems()
    {
        for (int x = 1; x <= ItemsCount; x++)
        {
            RPGArmor sourceItem = (RPGArmor)SourceItem;
            RPGArmor item       = new RPGArmor();
            //item.Stackable = sourceItem.Stackable;
            //item.MaximumStack = sourceItem.MaximumStack;
            item.BuyValue  = sourceItem.BuyValue;
            item.SellValue = sourceItem.SellValue;
            item.Rarity    = sourceItem.Rarity;
            //item.NumberCharges = sourceItem.NumberCharges;
            item.IconPath  = sourceItem.IconPath;
            item.AtlasName = sourceItem.AtlasName;
            //item.PrefabName = sourceItem.PrefabName;
            //item.Durability = sourceItem.Durability;
            //item.CurrentDurability = sourceItem.Durability;

            /*foreach(Effect effect in sourceItem.Effects)
             * {
             *      Effect e = new Effect();
             *      e.Duration = effect.Duration;
             *      e.EffectType = effect.EffectType;
             *      e.Target = effect.Target;
             *      e.Value = effect.Value;
             *      item.Effects.Add(e);
             * }*/
            //item.Categories = sourceItem.Categories;
            //item.IsCopy = true;
            //item.SourceItem = sourceItem.ID;
            //item.Categories = sourceItem.Categories;
            item.ArmorClassValue    = sourceItem.ArmorClassValue;
            item.EquipmentSlotIndex = sourceItem.EquipmentSlotIndex;
            //item.WornEffects = sourceItem.WornEffects;
            //item.Conditions = sourceItem.Conditions;
            Items.Add(item);
        }
    }
예제 #7
0
	protected override void FillItems ()
	{
		for(int x = 1; x <= ItemsCount; x++)
		{
			RPGArmor sourceItem = (RPGArmor)SourceItem;
			RPGArmor item = new RPGArmor();
			//item.Stackable = sourceItem.Stackable;
			//item.MaximumStack = sourceItem.MaximumStack;
			item.BuyValue = sourceItem.BuyValue;
            item.SellValue = sourceItem.SellValue;
			item.Rarity = sourceItem.Rarity;
			//item.NumberCharges = sourceItem.NumberCharges;
			item.IconPath = sourceItem.IconPath;
            item.AtlasName = sourceItem.AtlasName;
			//item.PrefabName = sourceItem.PrefabName;
			//item.Durability = sourceItem.Durability;
			//item.CurrentDurability = sourceItem.Durability;
			/*foreach(Effect effect in sourceItem.Effects)
			{
				Effect e = new Effect();
				e.Duration = effect.Duration;
				e.EffectType = effect.EffectType;
				e.Target = effect.Target;
				e.Value = effect.Value;
				item.Effects.Add(e);
			}*/
			//item.Categories = sourceItem.Categories;
			//item.IsCopy = true;
			//item.SourceItem = sourceItem.ID;
			//item.Categories = sourceItem.Categories;
			//item.ArmorClassValue = sourceItem.ArmorClassValue;
			item.EquipmentSlotIndex = sourceItem.EquipmentSlotIndex;
			//item.WornEffects = sourceItem.WornEffects;
			//item.Conditions = sourceItem.Conditions;
			Items.Add(item);
		}
	}
예제 #8
0
    protected override void GenerateAnother(IItem i)
    {
        RPGArmor armor = (RPGArmor)i;

        //generating weapon damage
        if (ArmorClassValue)
        {
            int amor = armor.ArmorClassValue;
            for (int x = 0; x <= ItemsCount; x++)
            {
                RPGArmor w = (RPGArmor)Items[x];

                if (ArmorIncreasingDamageType == IncresingTypeEnum.Linear)
                {
                    amor = amor + (int)(w.ArmorClassValue * ArmorAmount / 100);
                }
                else
                {
                    amor = (int)(amor * ArmorAmount);
                }
                w.ArmorClassValue = amor;
            }
        }
    }
예제 #9
0
    /*private List<EquipedItem> GetUnequipingItems(RPGEquipmentSlot slot)
     * {
     *  List<RPGEquipmentSlot> slotsID = new List<RPGEquipmentSlot>();
     *  slotsID.Add(slot);
     *  return GetUnequipingItems(slotsID);
     * }*/

    /*private EquipedItem GetUnequipingItems(EquipmentSlots slot)
     * {
     *  EquipedItem item = new EquipedItem();
     *
     *  foreach(EquipedItem equiped in Items)
     *      {
     *          foreach(RPGEquipmentSlot es in equiped.Slots)
     *          {
     *              if (es.UniqueId == newEquipmentID.UniqueId)
     *                  items.Add(equiped);
     *          }
     *      }
     *  }
     * }*/

    // Unequip one item

    /*public bool UnEquipItem(RPGEquipmentSlot equipmentSlot, Player player)
     * {
     *  List<EquipedItem> dropingItems = GetUnequipingItems(equipmentSlot);
     *  PlayerEquip.itemsToUnequip = dropingItems;
     *  //only if items doest not remain in inventory
     *     if (!player.Hero.Settings.EquipedItemInInventory)
     *  {
     *      foreach(EquipedItem e in dropingItems)
     *      {
     *             player.Hero.Inventory.AddItem(e.rpgItem, player);
     *      }
     *  }
     *  RemoveItem(dropingItems);
     *
     *  return true;
     * }*/

    // Remove item from all collections

    /*private void RemoveItem(EquipedItem dropingItem)
     * {
     * foreach(EquipedItem e in Items)
     *          {
     *              if (e == eq)
     *              {
     *                  Items.Remove(e);
     *                  break;
     *              }
     *          }
     *      }
     * }
     * }*/

    /*private void SetWeapon(RPGWeapon weapon)
     * {
     *  if (weapon.IsAmmo)
     *      return;
     *  Weapon = weapon;
     *  NeedAmmo = weapon.NeedAmmo;
     * }*/

    public bool EquipItem(InventoryItem item)
    {
        EquipedItem equiped = new EquipedItem();

        //equiped.CurrentAmount = item.CurrentAmount;
        //equiped.CurrentDurability = item.CurrentDurability;
        equiped.UniqueItemId = item.UniqueItemId;
        equiped.rpgItem      = item.rpgItem;
        //equiped.rpgItem.LoadIcon();
        //get equipment slots
        RPGArmor e = (RPGArmor)equiped.rpgItem;

        equiped.Slot = e.EquipmentSlotIndex;

        if (!e.CanYouEquip())
        {
            //TODO display error message
            return(false);
        }
        //if equipment slot is used

        /*if (IsEquipmentSlotUsed(equiped.Slot))
         * {
         *  List<EquipedItem> dropingItems = GetUnequipingItems(equiped.Slot);
         *  //only if items does not remain in inventory
         *     if (!player.Hero.Settings.EquipedItemInInventory)
         *  {
         *      foreach(EquipedItem equip in dropingItems)
         *      {
         *             player.Hero.Inventory.AddItem(equip.rpgItem, player);
         *      }
         *  }
         *  //remove dropping items from equip
         *  RemoveItem(dropingItems);
         *  PlayerEquip.itemsToUnequip = dropingItems;
         * }*/
        //if(IsEquipmentSlotUsed(equiped.Slot))


        switch (equiped.Slot)
        {
        case EquipmentSlots.Head:
            if (IsEquipmentSlotUsed(EquipmentSlots.Head))
            {
                Player.Instance.Hero.HeadInventory.UnequipItem(EquippedHead);
            }
            EquippedHead = equiped;
            Player.Instance.avatar.EquipBodyPart(e.FBXName, EquipmentSlots.Head);
            break;

        case EquipmentSlots.Body:
            if (IsEquipmentSlotUsed(EquipmentSlots.Body))
            {
                Player.Instance.Hero.BodyInventory.UnequipItem(EquippedBody);
            }
            EquippedBody = equiped;
            Player.Instance.avatar.EquipBodyPart(e.FBXName, EquipmentSlots.Body);
            break;

        case EquipmentSlots.ArmL:
            if (IsEquipmentSlotUsed(EquipmentSlots.ArmL))
            {
                Player.Instance.Hero.ArmLInventory.UnequipItem(EquippedArmL);
            }
            EquippedArmL = equiped;
            Player.Instance.avatar.EquipBodyPart(e.FBXName, EquipmentSlots.ArmL);
            break;

        case EquipmentSlots.ArmR:
            if (IsEquipmentSlotUsed(EquipmentSlots.ArmR))
            {
                Player.Instance.Hero.ArmRInventory.UnequipItem(EquippedArmR);
            }
            EquippedArmR = equiped;
            Player.Instance.avatar.EquipBodyPart(e.FBXName, EquipmentSlots.ArmR);
            break;

        case EquipmentSlots.Legs:
            if (IsEquipmentSlotUsed(EquipmentSlots.Legs))
            {
                Player.Instance.Hero.LegsInventory.UnequipItem(EquippedLegs);
            }
            EquippedLegs = equiped;
            Player.Instance.avatar.EquipBodyPart(e.FBXName, EquipmentSlots.Legs);
            break;
        }

        //Items.Add(equiped);
        return(true);
    }
예제 #10
0
    /*protected override void AditionalSwitch()
     * {
     *      if (MenuMode ==  MenuModeEnum.ThirdWindow)
     *      {
     *              GenerateStrongerItem();
     *      }
     * }*/

    protected override void StartNewIItem()
    {
        currentItem = new RPGArmor();
    }
예제 #11
0
    public static bool GiveItem(PreffixType preffix, int ID, int amount)
    {
        string uniqueId = preffix.ToString() + ID.ToString();

        switch (preffix)
        {
        case PreffixType.ARMOR:
            RPGArmor armor = Storage.LoadbyUniqueId <RPGArmor>(uniqueId, new RPGArmor());
            //armor.CurrentDurability = armor.Durability;
            if (armor.EquipmentSlotIndex == EquipmentSlots.Head)
            {
                return(Player.Instance.Hero.HeadInventory.AddItem(armor, amount));
            }
            if (armor.EquipmentSlotIndex == EquipmentSlots.Body)
            {
                return(Player.Instance.Hero.BodyInventory.AddItem(armor, amount));
            }
            if (armor.EquipmentSlotIndex == EquipmentSlots.ArmL)
            {
                return(Player.Instance.Hero.ArmLInventory.AddItem(armor, amount));
            }
            if (armor.EquipmentSlotIndex == EquipmentSlots.ArmR)
            {
                return(Player.Instance.Hero.ArmRInventory.AddItem(armor, amount));
            }
            if (armor.EquipmentSlotIndex == EquipmentSlots.Legs)
            {
                return(Player.Instance.Hero.LegsInventory.AddItem(armor, amount));
            }
            break;

        case PreffixType.ITEM:
            RPGItem item = Storage.LoadbyUniqueId <RPGItem>(uniqueId, new RPGItem());
            return(Player.Instance.Hero.Inventory.AddItem(item, amount));
            //break;

            /*case PreffixType.SKILL:
             *  if (amount == -1)
             *  {
             *      //add new skill
             *      RPGSkill skill = Storage.LoadbyUniqueId<RPGSkill>(uniqueId, new RPGSkill());
             *      skill.Value = 1;
             *      player.Hero.Skills.Add(skill);
             *  }
             *  else
             *  {
             *      foreach(RPGSkill skill in player.Hero.Skills)
             *      {
             *          if (skill.UniqueId == uniqueId)
             *          {
             *              if (skill.Value + amount > skill.Maximum)
             *                  skill.Value = skill.Maximum;
             *              else
             *                  skill.Value += amount;
             *          }
             *      }
             *  }
             *
             *  break;
             * case PreffixType.SKILLPOINT:
             *  player.Hero.SkillPoint += amount;
             *  break;
             * case PreffixType.QUEST:
             *  player.Hero.Quest.StartQuest(ID);
             *  break;
             * case PreffixType.ATTRIBUTE:
             *  if (amount == -1)
             *  {
             *      //add new skill
             *      RPGAttribute attr = Storage.LoadbyUniqueId<RPGAttribute>(uniqueId, new RPGAttribute());
             *      attr.Value = 1;
             *      player.Hero.Attributes.Add(attr);
             *  }
             *  else
             *  {
             *      foreach(RPGAttribute atr in player.Hero.Attributes)
             *      {
             *          if (atr.UniqueId == uniqueId)
             *          {
             *              if (atr.Value + amount > atr.Maximum)
             *                  atr.Value = atr.Maximum;
             *              else
             *                  atr.Value += amount;
             *          }
             *      }
             *  }
             *  break;
             * case PreffixType.ATTRIBUTEPOINT:
             *  player.Hero.AttributePoint += amount;
             *  break;
             * case PreffixType.XP:
             *  player.Hero.AddXp(amount);
             *  break;
             * case PreffixType.XPPERCENT:
             *  player.Hero.AddXpPercent(amount);
             *  break;
             * case PreffixType.REPUTATION:
             *  player.Hero.AddReputation(ID, amount);
             *  break;
             */
        }
        return(true);
    }
예제 #12
0
 /*protected override void AditionalSwitch()
 {
     if (MenuMode ==  MenuModeEnum.ThirdWindow)
     {
         GenerateStrongerItem();
     }
 }*/
 protected override void StartNewIItem()
 {
     currentItem = new RPGArmor();
 }
예제 #13
0
 /*private List<EquipedItem> GetUnequipingItems(RPGEquipmentSlot slot)
 {
     List<RPGEquipmentSlot> slotsID = new List<RPGEquipmentSlot>();
     slotsID.Add(slot);
     return GetUnequipingItems(slotsID);
 }*/
 
 /*private EquipedItem GetUnequipingItems(EquipmentSlots slot)
 {
     EquipedItem item = new EquipedItem();
     
     foreach(EquipedItem equiped in Items)
         {
             foreach(RPGEquipmentSlot es in equiped.Slots)
             {
                 if (es.UniqueId == newEquipmentID.UniqueId)
                     items.Add(equiped);
             }
         }
     }
 }*/
 
 // Unequip one item
 /*public bool UnEquipItem(RPGEquipmentSlot equipmentSlot, Player player)
 {
     List<EquipedItem> dropingItems = GetUnequipingItems(equipmentSlot);
     PlayerEquip.itemsToUnequip = dropingItems;
     //only if items doest not remain in inventory
        if (!player.Hero.Settings.EquipedItemInInventory)
     {
         foreach(EquipedItem e in dropingItems)
         {
                player.Hero.Inventory.AddItem(e.rpgItem, player);
         }
     }
     RemoveItem(dropingItems);
     
     return true;
 }*/
 
 // Remove item from all collections
 /*private void RemoveItem(EquipedItem dropingItem)
 {
    foreach(EquipedItem e in Items)
             {
                 if (e == eq)
                 {
                     Items.Remove(e);
                     break;
                 }
             }
         }
    }
 }*/
 
 /*private void SetWeapon(RPGWeapon weapon)
 {
     if (weapon.IsAmmo)
         return;
     Weapon = weapon;
     NeedAmmo = weapon.NeedAmmo;
 }*/
 
 public bool EquipItem(RPGArmor armor, int level)
 {
     /*EquipedItem equiped = new EquipedItem() ;
     //equiped.CurrentAmount = item.CurrentAmount;
     //equiped.CurrentDurability = item.CurrentDurability;
     equiped.UniqueItemId = item.UniqueItemId;
     equiped.rpgItem = (RPGArmor)item.rpgItem;
     //equiped.rpgItem.LoadIcon();
     //get equipment slots
     RPGArmor e = (RPGArmor)equiped.rpgItem;
     equiped.Slot = e.EquipmentSlotIndex;
     */
     //if equipment slot is used
     /*if (IsEquipmentSlotUsed(equiped.Slot))
     {
         List<EquipedItem> dropingItems = GetUnequipingItems(equiped.Slot);
         //only if items does not remain in inventory
            if (!player.Hero.Settings.EquipedItemInInventory)
         {
             foreach(EquipedItem equip in dropingItems)
             {
                    player.Hero.Inventory.AddItem(equip.rpgItem, player);    
             }
         }
         //remove dropping items from equip
         RemoveItem(dropingItems);
         PlayerEquip.itemsToUnequip = dropingItems;
     }*/
    //if(IsEquipmentSlotUsed(equiped.Slot))

		EquipedItem e = new EquipedItem(armor.UniqueId, level, armor);
		if(armor.armorStatsSets.Count >0)
		{
			PlayerManager.Instance.Hero.profile.AddArmorStats(armor.armorStatsSets[Mathf.Min(armor.armorStatsSets.Count, e.Level)-1]);
		}
		//e.UniqueItemId = armor.UniqueId;
		//e.rpgArmor = armor;
		//e.Level = level;
	    switch (e.rpgArmor.EquipmentSlotIndex)
	    {
			case EquipmentSlots.Face:
				if(IsEquipmentSlotUsed(EquipmentSlots.Face))
				UnequipItem(EquippedFace);
					//PlayerManager.Instance.Hero.ArmoryInventory.UnequipItem(EquippedFace.UniqueItemId, EquippedFace.Level);
				EquippedFace = e;
				if(PlayerManager.Instance.avatar != null)
			{
					PlayerManager.Instance.avatar.EquipBodyPart(e.rpgArmor.FBXName[Mathf.Min(e.Level, e.rpgArmor.FBXName.Count) - 1], EquipmentSlots.Face);
				PlayerManager.Instance.avatarStatus.UpdatePortrait(EquippedFace.rpgArmor.headPortraitPath);
			}
				break;
	        case EquipmentSlots.Head:
	            if(IsEquipmentSlotUsed(EquipmentSlots.Head))
				UnequipItem(EquippedHead);
	                //PlayerManager.Instance.Hero.ArmoryInventory.UnequipItem(EquippedHead.UniqueItemId, EquippedHead.Level);
	            EquippedHead = e;
	            if(PlayerManager.Instance.avatar != null)
			{
	                PlayerManager.Instance.avatar.EquipBodyPart(e.rpgArmor.FBXName[Mathf.Min(e.Level, e.rpgArmor.FBXName.Count) - 1], EquipmentSlots.Head);
				PlayerManager.Instance.avatarStatus.UpdatePortrait(EquippedHead.rpgArmor.headPortraitPath);
			}
	            break;
	        case EquipmentSlots.Body:
	            if(IsEquipmentSlotUsed(EquipmentSlots.Body))
				UnequipItem(EquippedBody);
				//PlayerManager.Instance.Hero.ArmoryInventory.UnequipItem(EquippedBody.UniqueItemId, EquippedBody.Level);
	            EquippedBody = e;
	            if(PlayerManager.Instance.avatar != null)
				PlayerManager.Instance.avatar.EquipBodyPart(e.rpgArmor.FBXName[Mathf.Min(e.Level, e.rpgArmor.FBXName.Count) - 1], EquipmentSlots.Body);
	            break;
	        case EquipmentSlots.ArmL:
	            if(IsEquipmentSlotUsed(EquipmentSlots.ArmL))
				UnequipItem(EquippedArmL);
				//PlayerManager.Instance.Hero.ArmoryInventory.UnequipItem(EquippedArmL.UniqueItemId, EquippedArmL.Level);
	            EquippedArmL = e;
	            if(PlayerManager.Instance.avatar != null)
				PlayerManager.Instance.avatar.EquipBodyPart(e.rpgArmor.FBXName[Mathf.Min(e.Level, e.rpgArmor.FBXName.Count) - 1], EquipmentSlots.ArmL);
	            break;
	        case EquipmentSlots.ArmR:
	            if(IsEquipmentSlotUsed(EquipmentSlots.ArmR))
					UnequipItem(EquippedArmR);
					//PlayerManager.Instance.Hero.ArmoryInventory.UnequipItem(EquippedArmR.UniqueItemId, EquippedArmR.Level);
	            EquippedArmR = e;
	            if(PlayerManager.Instance.avatar != null)
				PlayerManager.Instance.avatar.EquipBodyPart(e.rpgArmor.FBXName[Mathf.Min(e.Level, e.rpgArmor.FBXName.Count) - 1], EquipmentSlots.ArmR);
	            break;
	        case EquipmentSlots.Legs:
	            if(IsEquipmentSlotUsed(EquipmentSlots.Legs))
				//PlayerManager.Instance.Hero.ArmoryInventory.UnequipItem(EquippedLegs.UniqueItemId, EquippedLegs.Level);
					UnequipItem(EquippedLegs);
	            EquippedLegs = e;
	            if(PlayerManager.Instance.avatar != null)
				PlayerManager.Instance.avatar.EquipBodyPart(e.rpgArmor.FBXName[Mathf.Min(e.Level, e.rpgArmor.FBXName.Count) - 1], EquipmentSlots.Legs);
	            break;
	    }

		//onEquipItem(e.UniqueItemId, e.Level, (int)e.rpgArmor.EquipmentSlotIndex);
		//PlayerManager.Instance.Hero.profile.UpdateEquippedItems(equippedItems);
     //Items.Add(equiped);
     return true;
 }